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DOT-INVADER
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Hype over content...
"This site is temporarily too busy to process your request. Please try again later."
Worst.
Project.
Ever.
Fuel Factory is a bit good though 
Squize.
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DOT-INVADER
Yes... I was naive enough to think that the curse would end after the games are released, but... no.
Fuel Factory is a bit good though  .
Yep
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Hype over content...
Site seems to be back up now mate. It's like it's trying to redeem itself 
Squize.
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ism
Graphics Attract, Motion Engages, Gameplay Addicts
XP Pro | P4 2.8Ghz | 2Gb | 80Gb,40Gb | 128Mb DDR ATI Radeon 9800 Pro
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Pumpkin Carving 2008
It's like you enjoy tearing open old wounds. I guess I should be proud, but that game is nothing but nightmares. And yes, FF is pretty addictive.
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Game Player - Developer
Great graphics, great gaem, I love simple game play and lovely graphics, those are my kind of games
"I love to make them as I love to play them"
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383,890,620 polygons
... and another 30 minutes of precious time "wasted" ...
who shall I send the bill to?
nGFX
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When you know are.
This project really came together nicely. You've got 3 excellent games.
Fuel Factory is my fave. Excellent design, art and everything. I got disappointed because the stages didn't get any harder near the end. I'd love to see a more fleshed out "spiritual successor" to this game in the future.
Power-savers is a neat little game. Control could use some tweaking but it's very fun. I'd like to see a successor to this game as well. Reminds me of Marmotte's NES-style adventure game.
I didn't finish Purifighters because I'm a poor Dr. Mario player and playing it sideways disorients me.
Once again, excellent work all around. I'm really digging the artwork.
I like the way the games tie into the concepts very well. I'm curious as to how that kind of collaboration worked with the client? I would imagine that they'd write out a list of topics that need to be covered and you guys work together to see how you can fit gameplay into those ideas. This came out great and I'm interested in learning how it turned out so well.
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Pumpkin Carving 2008
 Originally Posted by Son of Bryce
I'm curious as to how that kind of collaboration worked with the client?
 Originally Posted by Marmotte
(this happens a lot when the client asks X, then Y, then X again... Then Z instead
We were pretty lucky if it was only asking a few things. The clients changed their minds so many times. I do know that Squize took the list of things to do for FF and wrote the game from scratch. I, on the other hand, was handed 10 year old AS1 code and the glitchiest engine I've ever seen. I made do but countless times we thought it was done they kept asking for more...
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Hype over content...
FF would work nicely as a browser based Wii game, that would be a nice way to reuse the engine.
It was a very challenging project due to the clients amends, and perhaps isn't coherent a package as we would have liked ( Puri-Fighters being provided virtually complete ) but it does convey the brand message well.
That's me being all professional 
Squize.
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Patron Saint of Beatings
 Originally Posted by Squize
FF would work nicely as a browser based Wii game, that would be a nice way to reuse the engine.
It was a very challenging project due to the clients amends, and perhaps isn't coherent a package as we would have liked ( Puri-Fighters being provided virtually complete ) but it does convey the brand message well.
That's me being all professional
Squize.
Way to go, blue. 
And great job to the both of you... I'll look later..
This having an offspring thing is very time consuming...
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DOT-INVADER
...Maybe I'll take some time later and explain how the project was behind the scenes (I'm just super busy with another project with Squize, again ).
But, this is the engine they provided for "Power Savers" (the platform game);
> http://www.skabooki.com/games/mjg_mars_new.swf
I think that the difference is huge. You can compare the gameplay, playability ...etc.
Oh, and the engine. Yuk!!! You should see the code, that's insane; the player needs to check invisible hitBoxes even when it has to check if it's off-screen (so yeah, if you go out of the screen too fast, the game doesn't know you are out of screen). Also, the whole stage and all the animations are running no matter where you are in the map! The code was written everywhere, in MovieCips, subMCs, subsubMCs, we had to add a pause feature, sound on/off ...etc ...etc
Also, this one was supposed to become "Fuel Factory", but there was so much new features missing that Squize decided to rewrite it (we should have done that with "Power Savers" too, I guess ):
> http://members.learningplanet.com/ac...robot/free.asp
PuriFighter (the only game we didn't have to alter except for the city integration) compiled into .swf was more than 20mb ...etc
To make it short: the client approached me/us and asked "can you reskin 3 games? only the art side.", and it ended with totally different games, with new features, new codes, and new sound FX + BGM. That, and the whole city integration 
Oh, did I mention that it was over-budget?
Last edited by marmotte; 12-10-2007 at 05:39 PM.
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Pumpkin Carving 2008
Maybe I'll take some time later and explain how the project was behind the scenes (I'm just super busy with another project with Squize, again  ).
I'm always here. 
But, this is the engine they provided for "Power Savers" (the platform game);
> http://www.skabooki.com/games/mjg_mars_new.swf
I think that the difference is huge. You can compare the gameplay, playability ...etc.
Oh, and the engine. Yuk!!! You should see the code, that's insane; the player needs to check invisible hitBoxes even when it has to check if it's off-screen  (so yeah, if you go out of the screen too fast, the game doesn't know you are out of screen). Also, the whole stage and all the animations are running no matter where you are in the map! The code was written everywhere, in MovieCips, subMCs, subsubMCs, we had to add a pause feature, sound on/off ...etc ...etc
I'm getting white knuckled looking at the difference. So sick the code they gave me to deal with. Didn't turn out to bad though. 
At least it was similar to the finished product, unlike PS. Not to mention playable.
Oh, did I mention that it was over-budget?
And behind schedule by like what, 6 weeks?
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Senior Member
Nice game guys, great work!
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