June 22, 2014
We're relaunching again! With business development experience and leadership skills on my side thanks to college, I am proud to announce we are working on Homeless again!
You can read our pitch here:https://docs.google.com/document/d/1PaN-D8sdMeH6Sv_gRKbp3rXDb1ZpG_VdLC5MTKxUi_0/edit#
I will be back to link you all to our social network accounts so you can all stay in contact with us!
Thank you so much Julian for creating Gosu. Without it, I would have never completed the first engine, first prototype, and I wouldn't be here telling you we're on our way. :)
Gosu Forums <3 February 4, 2012
It's been a while and I figured I'd let you all play with the last "playable" build of homeless. Can't guarantee the mac side will work 100%, but the windows build will. Be sure to install "Press Start K" font to have the best look. Map-loading time is terrible in this build (but better in the latest)Download old build
Don't know when we'll have a newer (and better build) with all functional mechanics, but I'll be sure to update here when we do.
Check out our team's site (You can kindly donate to us too. It's actually been real beneficial.)Curiosity Labs
Video up! Finally!
I am using Jiwon, a C++ game framework for Gosu. It is designed and written by me and I plan on releasing it for the public to consume (along with documentation and examples of course) whenever There's No Place Like Homeless is released.
The video is awesome. Didn't expect such varied gameplay. Is the framerate a bit low though? It sometimes feels a bit abrupt, when the Pepsi logos fly around it's hard to follow them visually.
No the framerate is really great for all the calculations going on in the game. I tested for 1,000+ .png particles once and it didn't bother the framerate. It would still topple over 61 fps.
The problem is the video capturing software. I can't find a good one. If it does great video, it does no internal audio/external audio. If it does audio, it doesn't do video. And if it does do both, it's crap.
I'd need to buy some of the good ones unless you know of any fantastic free ones?
It's not free, but it's good and demo ables for 30sec capturing (however with watermark).
Ah yes, but I'm on a Mac. :(
That'd be great for windows though. I need to make a windows build and record it that way I suppose.
I use Snapz Pro, but it's fugly. Perhaps you'll just need to give us a demo then!
I suppose! When I feel happy with a stable demo, I'll gladly throw a demo out there for you guys! ;)
@Jules: Whoops! Accidentally edited your comment! Changed it back.
New screenshots showing of the SandBox app of Homeless!
Here's a link to our little article explaining the purpose of the Sandbox: Clicky.Summary
Basically, the Sandbox gives you all the same tools I'm using to make maps in Homeless. You can create your own levels and put them here for us to mess around with. The best ones will be added into Homeless (with user consent) by the time of it's official commercial release.
Also, you can give feedback on controls, game mechanics, any bugs, and etc we need to know about. NOTE
This is the first release of the Sandbox. So essentially, it's still a toy of the real game. Enemies don't hurt you (and their AI isn't nearly complex as it will be) but you are still free to create large levels as you please. The Sandbox WILL be updated regularly so any improvements will not be too large to catch-up to. Download Link
Will be at the first post of this main thread when available.
So what's the business model for Homeless? This sounds like something that works better if you have a bigger user base, maybe make Homeless on iOS free but charge for playing nonstandard levels?
Honestly, I don't have some "grand scheme" up my sleeves. I've received many emails from people an friends along the lines of "if I could help make maps, that'd be what I'd do". So that's the direction I'm running with. Hopefully, a sandbox Beta game will also direct some attention. Being able to make levels and then play them has always been a fun part of any game for me, and there are many who'd agree.
So yes, it'd be better with a bigger user base, which is what this is trying to do at the moment. Pull some in, see who's interested, and see what we can do to keep reeling people in. The idea is to get there.
For the Gosu forums, I want you all to finally play something and give me technical feedback. As coders, we know what to look for and what to criticize. Then, on facebook and on the site, the players will know what mechanics do not work and what else would be "a fun idea to see".
Yeah, giving away the game with standard levels and then selling the ability to edit and play edited levels sounds like a good one; to get a user-base sorted out before you ask for money. Especially if you can get the editor to run and export from a PC to iOS easily - I'd rather edit on a PC even if the gameplay is more appropriate for a mobile platform.
EDIT: Also, also, please don't use the Pepsi logo in the final release; makes you look like an advertising game (which everyone knows will be bad).
We changed the color scheme of the bottlecaps. I guess it wasn't enough. :P I'll let Ben know to change it.
And yes, the tools are crossplatform (as the game is too) so it's very portable. :)
I was basing it on the version of the bottle-caps in the video/screenshots. Don't know if they've changed since then, but they look identical to the standard Pepsi logo.
The other option is to give it away on PC and sell it on iOS. That seems to be a common way to get people interested, but I've no idea if that is effective - depends if you can get on indiegames or something to get the word out, I suppose.
Regardless of which business model we use, my philosophy is that if it is a good game, it'll do well. And I want to make a good game. :)
I think I'd be interesting to try and sell packs of levels (or maybe just individual levels?) including user-created levels. Then, you could give the people who built those levels a little money as well ^_^ Might just be a pipe dream, but I think it'd be a pretty cool idea.
Hey that's an idea. Very possible too.
New post. It's a download to the last playable build. You can toy with it. Keys are Enter, arrow keys, and "A" for action. (action = clinging to ladders or shimmeying)
Enemies didn't do anything in this build. This demo is about 6 months old and we're working on the next one for you all.
Ooh, I've been wanting to try this for a while!
Let's see how awesome it is :D
[ Totally clicked the wrong button ]
" Jwosty has some error information for me here "
This was an old file and I couldn't remember if I had compile it correctly for Mac. I suppose it's Windows only for a bit. :(
Good luck even if it's with the wrong engine! ;) Feel free to post the Kickstarter link when you get to that stage.
we need pictures :)
You're absolutely right. Hold on. Debuggifying stuff.
Alright. After several days of going over the massive code and what-not, I found the problem. When the collision function returns the "std::vector<Oracle::vector2D> contacts" variable, all it's getting is junk data. So once I clean that up, I can release a demo. And once I get around to it, I'll upload those screenshots and concept art. It just takes time and I barely have time in my day to get around to finish anyth-
Uploaded some concept art on the site and a screenshot (you've already seen the screenshot). I recently have been looking around for pixel artists. I've found one. I knew I didn't have the time to code, write music, and do good quality graphics with as much time as I barely have. So expect new screenshots and updates much sooner than before.
Some more visuals!
Looks good but needs outlines or something like that, really hard to see what are the individual objects. :)
I personally blame the background. It's too busy. It should clear up once that's fixed.
Love the pixelart! :D .. but as julian pointed out, the background needs fixin.
It looks like an old DOS game which I don't like... I prefer NES or SNES like pixel art.
These updates are coming fast, eh? Means something is headed your way soon. ;)
Background's definitely better now. I'd still tone it down just a wee bit since it kinda swallows the railing, but everything is much more visible now. I like the art direction overall and I'm pretty psyched up to try the game. :)
is that blood on the doorknob? that can't be good ...
Construction Site Teaser. The second area out of three.
These images can only say so much. We're working on getting a playable demo out there ASAP!
Wow, that looks sweet. :) Maybe add a tad bit more contrast to the letter for people who accidentally play it on crappy displays though.
Hmm. Good point. I'll get to that.
A little update. We're getting closer to finishing and will have a demo released early September for you guys to finally play. Sorry for the wait, but as hobbyist developers, I'm sure you all understand. :)
Nice :) I'm shooting for early September too, the race is on! :P
Update on first post. be sure to read! :)
Haha, awesome marketing concept. I'll consider it, alone for the fact that I apparently lose the race to the App Store. Darn it, university. :)
BTW, is that some hand-tailored level editor for your Oracle framework?
Thanks! :P You may win just yet. Either way, we're both winners. I just won first is all. XD
The editor? Yes. Jiwon (renamed instead of Oracle) comes with a handy-dandy editor for your games completely free of course and also available on Mac, Windows, and Linux.
I used wxWidgets, C++, as well as selling half my soul, and free time.
wxWidgets with or without Gosu?
Without Gosu. :( I do have intentions of integrating them but I didn't have the time to sit around and figure it out just yet.
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