HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey all! I'm starting threads to give feedback to all of the entrants to this year's CCN Speedgame contest. Everyone did some good things this year, and I wanted to make some threads to give encouraging comments and constructive criticism. This week, I'll be making threads for 3 games each day, so as to hopefully not bump all of the other discussions off of the main page, and give everyone some daily-focused-feedback on their games. Feedback is an important part of the CCN contest, and I hope that we can give a big "thanks!" to our entrants by letting them know how they did! I don't think everyone should necessarily give numbered ratings like I did -- just some words of feedback and encouragement would be fantastic. Finding Adina (by SamW3) Clint's Ratings: Summary: Feedback: [This message has been edited by HanClinto (edited August 28, 2007).] |
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SSquared Member Posts: 654 From: Pacific Northwest Registered: 03-22-2005 |
This game really captured the genre and I truly felt like I was playing an older game. It really sucked me in. The music was just top notch. The animations, colors, cutscenes...and the storyline. The various locations. The whole thing was really well done. It was the complete package. I was extremely impressed with the sandstorm scene. To slowly build up the amount of sand...that was ingenious and was executed very nicely. That was just an extra little touch to add immersion to the game. I was not able to go fullscreen. It froze my system. I also tried hitting ESC on the Main Menu and crashed the game. As far as gameplay issues, the only thing I really noticed were the bunched up snakes who just continually flipped around in the same spot. But, I'm sure you noticed it and was probably just something where, "Who cares. This is a two-week game. I'll fix it afterwards." You and your brother did a terrific job. Maybe we'll see an update with your new Torque Game Builder Pro, eh? |
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ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
this game wowed me. I've already been saying great things about it and I don't feel like repeating myself. Needless to say, I absolutely loved it. At the end, I just sat there and stared. For some reason, the scene in the tent hit me. Reminded me of a LucasArt Adventure game of some sort. great shot. And the Sandstorm, wonderful. Backgrounds? beautiful touch. Story, compelling and well developed, despite being a tad rushed at the end (but, 2 weeks. what's not rushed?) AI, as you stated, could use work. I'd end up just waiting at below the edge where all the critters gathered and picked them off from a safe distance. Still, captured the retro feel perfectly. I still have a hard time believing it was done in 2 weeks. ------------------ |
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samw3 Member Posts: 542 From: Toccoa, GA, USA Registered: 08-15-2006 |
Thank you all for the kind comments! First I would like to say that I owe it all to the Lord. At the beginning of this I prayed that God would give me an idea and the strength to apply the skills He has given me to produce something that would bring Him some glory. He really was the project manager on this and deserves the credit Also, a *lot* of research went into this! And it really has made me think about how important research is to creating a good game. The things I researched were: anime expression(just googled it), 8-bit animations(castlevania, megaman), tiles from various games, music (little nemo, willow). I used the itchy light tutorial and learned a lot about shadows, the excellent colordb tool for balancing colors, FamiTracker for an authentic NES sound, and I used an old copy of Macromedia Fireworks which I love and used for all my web work at my day job. @ssquared, I researched the effect planes of a couple of SNES games to figure out how to do the sandstorm and mire fog. The effect is amazingly simple. I used Fireworks' "grass" texture to create a large rectangle of "blowing sand" (really light orangish brown grass turned sideways). Created three planes(sprites) that moved to the left, one moves up slightly, one moves down slighty and one doesn't move vertically. The "intensity" of the storm is controlled by the alpha(opacity/transparency) of the three sprites tied to the x coordinate of the player. The level is 3200 pixels wide, so, spriteAlpha = x / 32. This same principal was used in the mire, except I used a single intensity and a swirling texture. @Arch, The tent scene was a miracle. It started with a googled image of bedoins, then vector traced in Fireworks, again simple built-in textures applied(the sand of the outside desert is actually a wood texture scaled differently. The miracle was in the color reduction and color balancing. The original looked actually quite ugly. @Clint, about the cut scene engine. The scenes are located in FindingAdina.Game.Sequences. Each are based off of the Sequence class. Here's how it works: The Dialog system relies on the Phrase object which is constructed like this:
Here, RonanFaces.sad is an enum that specifies a DialogFaceParameters object which in turn specifies a spritesheet id and a frame number(see DialogFaces.cs) If the second parameter (bool) is true, the person is talking from the right, else from the left. The third parameter is an array of strings, one for each line of the dialog. I didn't attempt to write a word wrapper and wrapped all the lines by hand. Each Dialog object takes multiple phrases and creates the dialog from it. showDialog() automagically openes and closes the dialog using Dialog::showDialog() and Dialog::close() (The naming conventions are horrible throughout the code.. another speedGame consequence) I guess that's the basics of how the cut scenes works. Was there anything in particular anyone would like me to explain further? (even of a different system) I would be glad to!! God Bless! ------------------ Check out my CCN SpeedGame 2 Blog [This message has been edited by samw3 (edited August 28, 2007).] |
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SSquared Member Posts: 654 From: Pacific Northwest Registered: 03-22-2005 |
Wow! This is like the behind-the-scenes DVD. Nice. EDIT: Oooops, yeah. I have a question. How'd you come up with Ronan? Fan of Stargate: Atlantis? Child's name? [This message has been edited by ssquared (edited August 28, 2007).] |
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samw3 Member Posts: 542 From: Toccoa, GA, USA Registered: 08-15-2006 |
Lol! All the names: Ronan, Ofer, Eben, and Adina were chosen from an online Hebrew baby names book I can't remember all the meanings.. Adina means gentle and Eben means stone. Any relation to Stargate:Atlantis is purely coincidental ------------------ Check out my CCN SpeedGame 2 Blog [This message has been edited by samw3 (edited August 28, 2007).] |
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ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
most likely subconscious. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I just read a blog post today about a free retro music pack that was released -- I've downloaded it and listened to it, and it's definitely got that "old school" feel to it. Some of the tracks I feel could go very well in Finding Adina. I thought tracks 2 and 4 in particular (as well as 5 and 8) could fit the theme pretty well. Still, I appreciate how your music was created originally for this game, so no worries about it if you're not interested in using it, I just thought I'd pass it on. --clint |
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samw3 Member Posts: 542 From: Toccoa, GA, USA Registered: 08-15-2006 |
Thanks! I'll check them out. If I use them or not, I'll still enjoy them since I'm quite a chip tune fan. ------------------ |
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arissa_nightblade Member Posts: 70 From: Registered: 02-10-2007 |
You did such an awesome job with this game! I hope you intend to make more old-school games like this in the future! ------------------ |