Posts Tagged ‘programming’

Done?

Written by gijs. Posted in Artwork, Development

animations-alternatives
Nope, not finished yet. But it’s totally close! I’ve finished the last images. Alternative animations for the characters. I’m sure small stuff will still come up, but the bulk is done. Jan is totally cracking down on those nasty bugs. The big important list is almost empty.

What’s left: some sounds to add, (code) polishing and music. The tempo has not always been very high the last months, but we have kept going and it pays off! The end is in sight. Halleluja!

Together Alone Beta 2

Written by jan. Posted in Development

Hi everyone! It’s been a while since the first beta version, but we certainly didn’t sit still. The second beta is out now.

Play the game now!

The new version contains improvements in all areas:

  • Loads much faster.
  • New facial expressions, title screen and level backgrounds.
  • A puzzle editor. Click ‘Share this level’ and paste the link on Twitter, Facebook or in the comments below.
  • Glorious, hand-crafted sound effects.
  • Completely rewritten story, plus the option of turning it off too.
  • All achievements have been implemented, and the “star meter” has been added to the achievements screen (will unlock bonus levels in the final version
  • Improved animations and visual effects
  • Levels were improved based on the metrics from beta 1. Thanks for the feedback everyone!
  • Many little bug fixes, optimizations and tweaks.

We’re finally getting really close to finishing this thing. Please try it out, and we’d love to hear your comments. Oh, and send us your home-made levels, we love a challenge! :-)

Hard to port!

Written by jan. Posted in Development

It’s been quiet around here… too quiet. I have a bad feeling about this…

Wait, don’t! We’ve just been really busy working on the game. Just to give you a quick update: Gijs has finished the improved animations, spiced up the buttons and drawn some lovely portraits for Marley, our new canine cast member.

Meanwhile, I’m porting the game code from Javascript to Haxe. This will allow us to build several versions of the game: Javascript or Flash for running in the browser, and native code for downloadable and (hopefully) mobile versions. The title of this post notwithstanding, porting to Haxe has actually been a very positive experience. Combined with NME (which reimplements the Flash API) it’s a great way to build multiplatform games.

When the port is done, you will be able to see the fruits of our labours as we enter the beta phase. Watch this space!