Hi everyone, long time no see. Vlad here!
We never had one person to take care of our sound effects and music. Sometimes we hired, sometimes we got some sound packs and both me and Marco have made some music for some of our stuff. But the truth is that we were never 100% satisfied with the results.
When Marco was producing Hajime, we had the opportunity to work with Francisco Furtado. The result was amazing. Hajime is a much better game with all that vibrant music and amazing sound design. We spoke about future games and projects and Francisco agreed to cooperate with us.
After Hajime came The Adventures of Dear Explorer and with it a fantastic work and environment was created from the dungeons and sound and music carved in each wall, skeleton, boss… it’s almost unfair that we don’t let the rest of the world know about Francisco’s work. It is truly a work of love and high quality.
So I invite you all to visit his page at Bandcamp: http://franciscofurtado.bandcamp.com/ where you can check the OST for both games and much more.
Cheers and thanks Francisco, hope we can do more and more of these.
Talk to you all soon,
Our new game Hajime is now on active bidding at FGL. Just follow this link: http://www.flashgamelicense.com/view_game.php?from=dev1&game_id=14043
If you want to contact us regarding this game (or any other matter), use the contact form: http://blog.vortixgames.com/contact-us
Nape wrapper is almost wrapped… pun intended, but first, apologies for the missed day 3. While Marco was working on the Hajime trailer I was surfing the waves of wrapping a physics engine. Before moving forward, a big thank you to deltaluca for helping out!
Although not necessarily final, the current wrapper consists of:
This class basically controls the behavior of Nape’s space. Due to its nature, Nape wants simple things to be done quite often, for instance, if you want to change gravity, you need to wake all objects. Core does these small things for you.
Physics entities basically wrap Nape’s bodies. The abstract entity (if you don’t recall how we are using abstract classes in Bold Pixel, check this out) will offer most if not all of the functionality. Although this means that the class is not really abstract, it also means that classes that inherit from this can and should be used as presets. Currently we have a simple box, simple circle, core walls and a explosion.
As time goes by more and more presets will be built, that’s the whole beauty of it!
This class allows for fine lines to appear on screen so we can degub objects positions and so on. Quite useful for blit, not that useful for display objects since it uses Nape’s assignGraphic method. The debug view observes if there is a display object assigned before drawing the debug sprites. This means that if a object is already skinned, it won’t have a debug sprite.
A simple test
The SWF below uses the wrapper exclusively. The walls are a non-skinned PhysicsCoreWalls object. The light wood boxes are also non-skinned so we can see the debug sprite, but the bitmap is handled manualy. The objective of this is to show how blit objects will look if debug sprite is present. The dark wood boxes and the rock circles are a normal body with a assigned graphic, so, no debug sprite is created.
Plans for tomorrow: have a bang with Nape… almost literally! Until then, click the SWF underneath to watch a simple simulation.
Click the SWF above to see the test…
Hello, Marco here
Today I’ve been busy along with Pedro, putting together the final sound effects on the game so I could capture footage to create what will be the promotional video for Hajime, our next release. It’s been a huge trip. Not the smoothest but I have to say its been nothing but satisfying. Even Vlad, who has been working on other projects till very recently, was moved by the VGS logo and splash screen. Something we haven’t seen in a long time, not with all the outsourcing development. It’s nice to be able to put our name one something again, but specially nice that its something we are so proud of.
So, with no further due, here it is, the Hajime video. I hope you enjoy it.
Been a while since I write here. This post will be a bit like therapy.
So life is treating us so-so. A couple of contracts are approaching the end and after speaking with Marco we concluded that we won’t be doing contract work for a good while. We have too many good stuff right now to work on that has caught way too much dust.
Looking back over the past few months, a lot of what we did was neglected because of contracts. They were alright in a way, some for the money, some for the knowledge, some for something else. But unlike our own games, there’s always a part that is missing, regardless of how good the project is. We feel that has to stop and that what moves us forward is our ability to pursue what we want: pride and happyness.
I also feel that both can go hand in hand with stability and stability is what we found in the past months. We need to step up and do our thing. We need to improve what we did for us.
Project wise, that means that we have to put Hajime on FGL, we have to decided what we want for M:A:D and we have to have time for our most promising game. Code wise this means that I have to reflect if we want to keep Bold Pixel public considering that the current version suits our needs more than it suits the initial user friendliness. I strive to keep things simple, to impose convention over configuration as a standard. Right now I’m not that sure that this will fit developers needs to the point that BPE is helpful.
We’ll see about that in the next couple of weeks. Thanks for reading and the therapy session.