• Content count

  • Joined

  • Last visited

Community Reputation

1773 Excellent

About desdemian

  • Rank

Personal Information


  • Twitter
  • Steam
  1. In the last post, I explained how to solve the box2d issue about cloning a world. It's pretty simple, fairly fast and reliable in its results. I didn't use it. Why? Because there are some cases (like my game) that it doesn't work. And those cases happen when the game has two+ characters and one can go back to change their behaviour but the other one does exactly the same. Let me put it in pictures. If you have one character going back in time: The mechanic is straight forward. If the character goes back in time and does the same movements, the result will be exactly the same, because the copied world will be the same as before. If the character goes back in time and does something different, well, the result will be different, but that makes total sense, if you change the past you cannot expect the future to be exactly the same. But, if you have 2 characters, let's see what happens: Let's say character pink stays still while character blue jumps around. A possible future is generated and the pink character observes it. This is the critical part, somebody that is not causing the events but is able to see the possible future. Now, when everything is rewound, and the pink character decides to move around, the copies will not be the same as before. Thus, the future of the blue player (that was originally observed) might change, even if the pink player never touches the blue player or its surroundings. This makes no sense in the eyes of the second player. This is a huge issue! Imagine in Posable Heroes doing some tasks with the blue character, and then coming back to work with the pink character only to realise your blue characters timeline is altered. Since the game requires precision, this is unacceptable. On the 4th and final post, I'll explain what I did to finally solve this issue (spoiler alert: thank you open source). If you are interested in Posable Heroes, you can wishlist it on steam.
  2. So, in the previous post I said the main problem about duplicating a box2d world. The worlds differ. Why would you want to duplicate a box2d world? There are several reasons: To replay a cool sequence. To predict the future. To go back in time. To save the current game. To send the current world to another player. How do you solve this? There is a very simple way of going around the box2d issue. Instead of trying to make a copy of the original world, and hope for the best, you make two copies, and then destroy the original. So instead of running the original world and save the copy... You make two copies, run one and save the second one. That way, the second copy will be identical to the first one. So the solution is: everytime you want to save the current world, you are actually destroying it and making two copies. The players will continue to play on copy number #1 (they will not realise the change) and you store copy number 2, in case you ever need to get back to that instant. This is a very simple solution that can be applied to almost every case. My game turned out to be one of those special cases that required dipping into the source code. I'll talk about it in the next post. If you want to know more about my game and why I had to dance around box2d cloning issues: Posable Heroes now has a steam store page.
  3. Today I was working with a real buggy bug that has been bugging me since pretty much the beginning of development. You see, I choose to use box2d c++ version for Posable Heroes. It's open source and pretty solid. And the best of all, it's deterministic. That is, there is no "random" on the simulated work. If you have a square and a triangle, in exaclty the same starting position, with exactly the same linear and rotation speed, then when you simulate the world, you are always going to get the same result. Which is good! Specially for me in a game where I have to go back in time all the time. BUT... (a big but!)... if you try to duplicate an existing world (already running), then the two worlds will not behave the same. Here's a picture for you to understand... If you copy from the beginning, everything works: But if you copy once the world is already running: This is for a very simple reason: Box2d classes do not expose everything in public. There are several values, arrays and optimizations that lie under the hood, inside the b2World and the b2Bodies. So when you grab an existing world, and try to duplicate all the elements from the value they have public, there are several things you are missing. I found a temporal solution that I will talk about next post and that might solve this problem for some users, but that wasn't a forever solution in my case either. If you want to know more about my game: Posable Heroes now has a steam store page.
  4. Alright, I took a long hiatus because I was tired and starting to feel burnout. Now I'm back and ready to give this final push that is needed. First thing first, I have a steam store page set up! Which is good, now people can wishlist the game. Currently I'm at 69 whislist which is too low. I need at least x100 that, so a lot of promotion needs to happen. The other thing that comes with the site is that now I have a shipping date: February 22nd. It might change based on toehr releases, but I think it's a pretty good estimation for realease, and I definitely need to have finished by that date. I thought having a site would bring a good ammount of people to visit my site, but that was not what happend (at least in my experience). I had a lot of exposure the first couple of days (around 400+ people per day) but then it fell to around 10 to 20 per day. Which is very little. Here's the graph: The 2 spikes that you can see are some flux I managed to bring based on some reddit comments, but the wishlist number did not increase those days, so basically I didn't bring customer's eyes to the site. Anyway. Currently I'm working on a couple of game breaking bugs that have been bothering me for years but I haven't had the chance to fix them. Wish me luck.
  5. First day of Greenlight

      I'll make a post to update the situation. But tldr: after 17 days on greenlight, 600 unique visitors, 455 total votes, 47% approval (214), 10% on my way to the top, 0 or 1 new visitors per day.
  6. Alright! 11 days on greenlight, and work must go on. Today I show you a couple of characters that you will find on you animated adventure. This is some sort of goliat/brutus minion that will get in your way. There's no way to defeat him by punching him so you better use your head in this confrontation. This is some old master. Kill Bill style. Yes, that's a pinpogn paddle. Yes, you will have to play ping pong against him. [color=rgb(29,33,41)][font='Helvetica Neue']And if you would like to check the game, here the [/font][/color]greenlight link[color=rgb(29,33,41)][font='Helvetica Neue'].[/font][/color]
  7. First day of Greenlight

      Nothing paid for.  A few announcements on my devlog on tigsource, twitter and facebook, on a couple of subreddits. Yesterday I emailed a few websites to see if somebody wants to mention it. Let's see if that works.
  8. First day of Greenlight

    My observation is that the games industry is the developers' first customer. If you can bubble your way beyond the developer audience then you'll make it to the mainstream. Interesting. I've always heard "Developers are not your audience", and you shoudn't try to market at them since everybody is busy with their own games. I would argue that there are games that developers could very well be your audience, games about programming like TIS-100 come to mind. But the group I was talking about is not even about that. It was about people upvoting and begging up votes for their own game in exchange. And people complied even for the worst kind of greenlight garbage. What kind of garbage? This kind So you see why I want no part of that. I rather get my fee redunded and see if I can afford Direct instead.
  9. So, finally, Posable Heroes got into greenlight on monday morning. Preparation: I prepared my 512x512 logo, which has to be less that 1mb so some optimization had to be done. I decided on an animated logo for extra attention. But the animated portion was small (like 30%) so the weight would not be as high. Tip: This website was very helpful to reduce the last 100kb. I prepared my trailer: The artist had a personal problem the last couple of weeks. I could not wait any longer for the extra levels we wanted to include, so I made them myself with parts I could pickup from other levels, and from free textures found online. I got the soundtrack from audiojungle for 15 dollars. I prepared the description: Trying to use a short description at the beginning, and a main body to describe gameplay and show how the game works. I can translate to spanish myself, and a kind person translated to russian for me. So 3 languages were supported. Added google analytics. Added links to twitter, youtube and facebook. And then I pressed PUBLISH. Inmediately after submitting, (like 30 minutes after), Posable Heroes was already 6th on the recent releases list. Damn! Want an advice? Don't publish on monday mornings. Compared to it, tuesday morning has been much slower as far as new submissions goes. I had manually tracked some values on thursday and friday, and everything pointed to 1.5 new games per hour. So this was a big bump I didn't expect. But then again, I have no idea how Grenlight's algorithm works to show the game on people's queues. Is there a fixed number of impressions? Does yes/no ratio make you game more visible? Does falling to second page matters? I don't know. 26 hours later, I'm still on first page though, on slot 29th. By the time I finish writing this entry I probably have fallen into greenlight oblivion of the second page. Traffic has already slowed down and new votes (either 'yes' or 'no') have already stopped coming in. And I'm getting around 1 vote every 30 minutes... yikes. How is it going so far? I had a good run on monday afternoon, reaching around 55% yes votes. But today I woke up to a very low 40% approval. This was not unexpected, as the game is not really mainstream (nor a "gamer's game"). But I guess I did have a little bit of hope of getting a better approval ratio. Don't we all? But I'm not down about the ratio, I am worried about how few votes (overall) I'm getting. So I need to find a way to pump those numbers up. How do games in the top 100 do it? They have like 6,000 votes! Is that organic? I have been offered some promotion by shady marketing groups/companies. I don't want to go that route. One curious thing: In the first 20hrs+ I had zero "Ask me later". Then, all of a sudden, 9 votes appear there in like 15 minutes. What was that about? Anyway, on the good side, I had a good laugh with this comment: It made me chuckle. I'm thinking what other things I could do to get attention. I saw some groups on facebook but it just seems developers voting each others project, no matter the quality of the submissions. I'm not fond of that. Is that the game we are supposed to play?. Right now I'm preparing something and see if any website wants to say a few words about the game, although everyone says that getting greenlight coverage is very hard. Feel free to leave me suggestion in the comments! And if you like the game, here the greenlight link.
  10. The last month I've been putting the new artwork into the game. Still lots of work, but it's nice to see it come together. Last entry I was wondering about two diferent artwork style and trying to decide which one to keep. I decided to go with the cleaner looking one. The paper borders were just too much and made a mess. Although I did like the unique style it created, I decided to simplify. They say that perfection is reached when there's nothing else to take away... and those borders were something that the game could do without. This is the progress on some of the level I've been sharing: Level 2, before and after: Level 12, before and after: Level 13, before and after: Level 3, before and after: I'm also preparing for greenlight! Very exciting times.
  11. Hi, I'm looking for feedback.   Which one do you think looks better? With or without borders? Any suggestions?   [attachment=35406:comparacion2.png]
  12. Since the beginning I wanted to add clear borders to all my characters and levels. This was mainly due to this being a physics game, and I wanted no doubt about which object can collided with which object. Since the characters takes a lot of effort to move, then the player should find no surprises about what is a floor/wall, and what is just decoration. Unfortunately, today, assembling some new art, I realized that the white borders were just too much noise. So I made a fast mockup to test how it would look without the borders... What do you think? Should I keep the paper white borders... or should I delete them?
  13. I'll be updating as we keep making progress! The game surely will change a lot in the next months.
  14. After 3 years of working alone, I have hired an artist to work with me on the game. The pros: - I was able to work the game at my own pace (i. e. very slow) and just focus on programming, without being distracted/worried about leading an entire team. - I could change, scratch and toss away work. Redo entire levels without worrying of wasting someone else's time and my money. The first level's background actually changed 4 times. - After 3 years of working on it, I have all the levels and assets (programmer art) ready to be transformed and replaced on the game. - The artist can see if the project is worth it, as it is "almost finished" (tm). Also they can see that your are for real, and can actually finish a game. - They can estimate much better the ammount of work and budget required to make it work. The cons: - The loneliness. Sucks to work all by myself. Even having someone on the side, working on their own things is a morale booster. If I eve do it again I would like to have partners from the beginning, or at least go to one of these open offices where other people work on their own stuff. Motivation is also very hard to keep is you don't have a strong will to just "sit and work". - The tunnel view. You are working alone and its hard to challenge yourself to view things different, your vision will be blurred ond so focus. You don't have brain storming sessions with different brains chipping in a coming up with good ideas. - The project as it is engraves on your brain, and changing it after so much time requires that you break your conception of it, and accept that a new person has joined and you have to compromise. ("But that was red...", "Yeah, but this color works much better don't you think...", "but... that's always been red"). We started just doing some proof of concept to find the art style for the game. I provided references of work I liked. The artist presented me with their point of view and we worked from there, iterating a few times, finally we arrived to something we were both happy with: Then some doodles and sketches came trying to find what clothes, color and hair I wanted for the main character: Number 11 was chosen as a starting point. And then several iterations came (left to right, top to bottom). We took a worng turn at some point (blue glasses). There were too many details on the face and when shrinked to gameplay size they would clutter and make a mess. I was worried that we may never find it, but we decided to simplify and were soon on track. I was really happy with the final product.
  15. Here's an idea, going from the center to the edges: Use the Midpoint Circle Algorithm to trace a line (