tag:blogger.com,1999:blog-66748948910965982942024-03-17T20:03:44.348-07:00Aurelien Regard | GAME MAKING BLOGAurelien Regard | GAME MAKING BLOG | Arkedo | HellYeah! | Big Bang Mini | Nervous Brickdown | Arkedo Series |Unknownnoreply@blogger.comBlogger28125tag:blogger.com,1999:blog-6674894891096598294.post-32633156809951251392014-09-16T11:22:00.001-07:002014-09-16T11:22:59.499-07:00WELCOME!<div style="text-align: left;">
Hi everyone, my name is Aurelien Regard (<a href="https://twitter.com/AurelRegard">@AurelRegard</a>), and I'm a small video game <span class="sac" id="spans0e0">developer</span>.<br />
I co-founded a studio called <a href="http://en.wikipedia.org/wiki/Arkedo_Studio">Arkedo</a> 7 years ago, and now I'm trying to make games on my
own: code, art and music. To achieve that, I have to improve my skills in every <span class="sac" id="spans0e2">area</span> of game making. First step, my ugly and experimental <span class="sac" id="spans0e3">English.</span> </div>
Unknownnoreply@blogger.comtag:blogger.com,1999:blog-6674894891096598294.post-65868743900582562392014-09-16T11:22:00.000-07:002014-09-18T04:33:32.306-07:00THE-NEXT-PENELOPE.COM is online!I'd like to keep this weblog only for sketches, post-mortems, news and dev stuff, so...<br />
The official website for my first one-man-band game is now live! <b><span style="color: #ffe599;">You'll find some fresh video footage, artworks, screenshots, press kit... and even some fancy GIFs!</span></b><br />
Oh, and you can pre-order for -33% off!<br />
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<a href="http://www.the-next-penelope.com/"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPkHiPrfVTxZR9_04SOUZlrDMLzRdEY5HIz9AKTzQLK3bwjNLknTJrlGuENXZVWwiKkOFh_bo2P9eOqN_wokdhZJlBZROjGFGEHRPbRMtyNkMmyZqHbUIxZqdJw2CHZyx9d3ODnKpr6amM/s1600/website.jpg" height="270" width="400" /></a>
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LINK >> <a href="http://www.the-next-penelope.com/">http://www.the-next-penelope.com</a></div>
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Unknownnoreply@blogger.com23tag:blogger.com,1999:blog-6674894891096598294.post-45599443944226620732014-02-21T09:52:00.001-08:002014-02-21T09:55:43.816-08:00THE NEXT PENELOPE - Now with video footage!I could take ages to explain my new game here with text, but a friend of mine has been kind enough to do the English voice over on the first video devlog... How handy!<br />
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So, let's post screenshots, and if you find it interesting, just fire the video!<br />
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FULL HD SCREENSHOTS PACK: https://www.dropbox.com/s/15vju2qa2trwrto/EARLY_media_pack.zip<br />
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Unknownnoreply@blogger.com33tag:blogger.com,1999:blog-6674894891096598294.post-36195988695992453332014-02-21T09:40:00.002-08:002014-02-21T10:07:35.782-08:00GLOBAL GAME JAM T-Shirts!William from SwingSwingSubmarine asked me to do a motivational speech on stage for the <b><span style="color: #ffd966;">Global Game Jam 2014</span></b> in Paris.<br />
It was quite fun to do, but the VERY fun part was to see 100+ guys and girls with the official T-shirt I made... Ships everywhere on everybody!<br />
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<br />Unknownnoreply@blogger.com109tag:blogger.com,1999:blog-6674894891096598294.post-26062738700055133312013-11-03T12:25:00.000-08:002013-11-04T15:18:02.181-08:00Nov 9th on Steam! Now with a weird trailer!<div class="separator" style="clear: both; text-align: center;">
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Today I'm glad to show the very first screenshots of a small game we started before the end of Arkedo.<br />
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Before, and months after the closure too, <span style="color: #ffd966;"><b>Dimitri (@Mihtree) and I spent some time to get it polished enough to be proud of it, and hopefully find a publisher for the game.</b></span><br />
...<span style="color: #ffd966;"><b>And it's done!</b></span> Our friends at Neko Entertainement (they published "Puddle" last year on many platforms) handle it from now on, and will try to push the game on PC, Mac and Linux.<br />
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<b style="background-color: #141414; color: #cccccc; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; line-height: 18px;"><span lang="EN-US" style="color: #6fa8dc; font-size: 18pt;">► </span></b><b><span style="color: #6fa8dc; font-size: large;">But speaking of the game, what is it exactly?</span></b><br />
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Do you remember the very first Mario Bros Arcade game, the one with the "POW" in the middle of the stage? Do you know Super Crate Box and Orcs Must Die? Well, mix some elements from those three titles, and make it something very difficult and fast.<br />
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This is what “Poöf” is: hectic AND very strategic at the same time. At first sight, because we wanted it very <a href="http://aurelien-regard.blogspot.fr/2013/01/this-lovely-dog-too-much-detail.html">readable (remember this post?)</a>, it could look like a casual iPad game… Trust me, it's SO NOT.<br />
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After a quite long HellYeah development, <b><span style="color: #ffd966;">we wanted to make a game only focused on hardcore gameplay, tight controls and choices.</span></b><br />
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That's how we came out with this cute canine knight, protecting his beloved kitty from waves of sneaky monsters, and using a lot of attack/defense techniques.<br />
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Playtesters who try the game at this moment seem very happy with it, and I must admit it's a kind of a relief to see it finished and played for real.<br />
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That's exactly why I made this: I won't get money from it, I just felt how it was such a shame to have a game nearly done, and maybe forgotten forever in an old computer with no one actually playing it.<br />
I know how Neko are doing a very good job at their new publishing activities, I can see it with Puddle everywhere and more to come, now I can't wait to see what they can do with our small canine hero!<br />
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As soon as they produce videos for it, I will post it here too, and share more details… So, stay tuned! And if you have <b><span style="color: #ffd966;">any questions, don't hesitate to send it to me on twitter! ( @AurelRegard )</span></b><br />
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<b style="background-color: #141414; color: #cccccc; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; line-height: 18px;"><span lang="EN-US" style="color: #6fa8dc; font-size: 18pt;">► </span></b><b><span style="color: #6fa8dc; font-size: large;">Screenshots</span></b><br />
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<b style="background-color: #141414; color: #cccccc; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; line-height: 18px;"><span lang="EN-US" style="color: #6fa8dc; font-size: 18pt;">► </span></b><b><span style="color: #6fa8dc; font-size: large;">On a side note:</span></b><br />
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Maybe you wonder why the game is called "Poöf". Well, you can cancel any bonus item of the game, at any moment, and change it for a cute, slowing enemies, golden poo. So, woof, poo... Oh come on, it's super difficult to find a game name, you know that right? <span style="color: #ffd966;"><b>Thanks for reading! :)</b></span><br />
<br />Unknownnoreply@blogger.com26tag:blogger.com,1999:blog-6674894891096598294.post-69872984587526438992013-06-03T04:34:00.002-07:002013-06-15T13:44:57.999-07:00VIDEO: let's make your own games!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKOhchli80gUA5ZblnZvJ7GaXr70ue6xkywst-Oi0-HwuUdNH-4oULpjz_is16lV4u9EJ4-npoEiBK_kKm6UPQCSw5k2XiwYu-Q3IG4gA10_q__m6iUgc-ka_zHdyj0W8vxbpqNKfHDIpU/s1600/preview_video.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKOhchli80gUA5ZblnZvJ7GaXr70ue6xkywst-Oi0-HwuUdNH-4oULpjz_is16lV4u9EJ4-npoEiBK_kKm6UPQCSw5k2XiwYu-Q3IG4gA10_q__m6iUgc-ka_zHdyj0W8vxbpqNKfHDIpU/s400/preview_video.jpg" width="400" /></a></div>
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<u><span style="color: #9fc5e8;"><b>Note for English readers:</b></span></u><br />
Me and my friend Pipomantis would like to present a small video we made last week. Because I LOVE making games, I'd like more people to get into gamemaking and feel how great it is. The goal is to explain to absolute beginners how to make their very own first games. I just exported the french version, so, let's post it. <span style="color: #ffd966;"><b><strike>I still have to add subtitles and release the english version. It's coming in a few days!</strike></b></span><span style="background-color: #ffd966;"><b></b></span><br />
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Update: I made the subtitles for the first half, and... Let's face it, now I understand how useless it is. You just can't look at the mouse cursor AND read the subtitles at the same time. We talk way too much for that (bloody french guys!). So no english version for now. W</span><span style="color: #cccccc;">e are thinking about a new video, english spoken from the start. Kind of a "deluxe version", with more chapters in it to answer some advanced questions we get about animation, particles, etc... So, stay tuned!</span><br />
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<u><span style="color: #9fc5e8;"><b>Pour les lecteurs français:</b></span></u><br />
Aujourd'hui je suis heureux de vous présenter >> <a href="http://www.youtube.com/watch?v=kU8vr3jBgDU">une petite vidéo</a> << qu'on a faite avec Pipomantis / CanardPC, <span style="color: #ffd966;"><b>afin de partager le plaisir qu'on peut avoir à faire son propre jeu vidéo.</b></span> Elle est destinée aux débutants absolus, les pros vont bien rigoler j'imagine. Mais les autres devraient apprendre quelques trucs intéressants, et peut-être même avoir l'envie de s'y mettre, qui sait? J'espère que ca vous plaira, et qu'on est pas trop ridicules en action (c'est la première fois que je fais un truc du genre). Bon visionnage à tous!<br />
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>> <a href="https://www.dropbox.com/s/86tnzw2jsz2jj1q/Music_and_SourceFile_for_GameMakerStudio.zip">DOWNLOAD</a> (or alt.<a href="http://www2.zshares.net/cyfzpcklg3wb">link</a>) << SOURCE FILES (and the terrible music MP3)</div>
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(then you just have to select "import" in game maker studio to load it)</div>
<br />Unknownnoreply@blogger.com35tag:blogger.com,1999:blog-6674894891096598294.post-57412071007035868642013-05-07T03:44:00.000-07:002013-05-07T03:59:48.870-07:00THREE GOOD NEWS AT ONCE!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYHhOQVAFG12f0nkfAHHW_kYxYFyVjq35drUlrFUWkUqd831CeKORjxb6dzQCuEqtOnDAwhTEFkoVryEJzFag2aOQ1D007V2VMTikA_lnif7EVejxcWsRsS37CZJOkyj4qsq-QjW5k5cv6/s1600/blogpost2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="195" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYHhOQVAFG12f0nkfAHHW_kYxYFyVjq35drUlrFUWkUqd831CeKORjxb6dzQCuEqtOnDAwhTEFkoVryEJzFag2aOQ1D007V2VMTikA_lnif7EVejxcWsRsS37CZJOkyj4qsq-QjW5k5cv6/s400/blogpost2.jpg" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
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<span style="font-size: small;"><span style="color: #6fa8dc;"><b><span style="color: #6fa8dc;"><b> </b></span></b></span> </span><br />
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<span lang="EN-US" style="mso-ansi-language: EN-US;">A quick post here to share
some cool things happening now or very soon.</span><br />
<br />
<b><span lang="EN-US" style="color: #6fa8dc; font-size: 18.0pt; mso-ansi-language: EN-US;">► New game incoming! With a publisher!</span></b><span lang="EN-US" style="mso-ansi-language: EN-US;"></span><br />
<br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">After the closure of
Arkedo,<b><span style="color: #ffd966;"> we (<a href="http://www.linkedin.com/pub/dimitri-p%C3%A9an/12/a15/51b">Dimitri</a> and
I) spent some time polishing a little game we made in the last months of the
studio</span></b>. Basically, it's a super hardcore version of the very old
Mario Bros Arcade, of course with a twist. Now we're quite happy with it. We
made some successful playtests, and we even now have a publisher for it!</span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">I made this for the joy of
actually seeing the game played (I won't get any money from it). It was quite sad to imagine this title forgotten
forever in a secret box or something. I will ask to our publisher if I can
share some screenshots, details and artworks here in the following days, so
stay tuned! </span><br />
<br />
<br />
<b><span lang="EN-US" style="color: #6fa8dc; font-size: 18.0pt; mso-ansi-language: EN-US;">► A video challenge to bring people to game making</span></b><span lang="EN-US" style="mso-ansi-language: EN-US;"></span><br />
<br />
<b><span lang="EN-US" style="color: #ffd966; mso-ansi-language: EN-US;">In the
following weeks, I will try to publish a big video tutorial for beginners about
making games on your own, from start to finish</span></b><span lang="EN-US" style="mso-ansi-language: EN-US;">. The goal is to share some knowledge about
various tools, and having fun explaining that to beginners.</span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">Me and a friend (who don't
know that much about game development) will try to make a small full game in 1
hour or so, from design to code and music. </span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">Honestly, I think we'll fail at the one hour only limit, but it
will be fun and hopefully interesting anyway... It could be featured by a famous french
magazine too, so everyone with good game ideas can learn how to make cool
prototypes quickly. </span><br />
<br />
<span lang="EN-US" style="mso-ansi-language: EN-US;">Note: It will of course be subbed in English! <i>(<
any advice on easy editing tools for that? The youtube autosub feature seems to be only
available for spoken English)</i> </span><br />
<br />
<br />
<b><span lang="EN-US" style="color: #6fa8dc; font-size: 18.0pt; mso-ansi-language: EN-US;">► Want to meet? Join me at the next Game Apero (by Game In)</span></b><span lang="EN-US" style="mso-ansi-language: EN-US;"></span><br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiufHwT3sBYP4LGTmx9bx4GIRJhyphenhyphenQdpwQfkxZe50aMdk_uu6cjAwA-J0NfY7V6v6glOVProM2JDKDNtJOYwtoVo0jA7VyEzcMIF5Rgl2xZU3j91wLuDBEXGy19ZnaEuUz_BE13uVWGf3cIc/s1600/gamein.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="90" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiufHwT3sBYP4LGTmx9bx4GIRJhyphenhyphenQdpwQfkxZe50aMdk_uu6cjAwA-J0NfY7V6v6glOVProM2JDKDNtJOYwtoVo0jA7VyEzcMIF5Rgl2xZU3j91wLuDBEXGy19ZnaEuUz_BE13uVWGf3cIc/s320/gamein.jpg" width="320" /></a></div>
<b><span lang="EN-US" style="color: #6fa8dc; font-size: 18.0pt; mso-ansi-language: EN-US;"></span></b><span lang="EN-US" style="mso-ansi-language: EN-US;"></span>
<br />
<b><span lang="EN-US" style="color: #ffd966; mso-ansi-language: EN-US;">I've been
invited by the <a href="http://www.game-in.org/V2/index.php/fr/qui-sommes-nous-2">Game In
association</a> to join the next Game Apero in Lille (France) on June</span></b><span lang="EN-US" style="mso-ansi-language: EN-US;"> </span><span lang="EN-US" style="mso-ansi-language: EN-US;"><b><span lang="EN-US" style="color: #ffd966; mso-ansi-language: EN-US;">26th</span></b>. I will talk about some of my small
experiences in the game industry. There will be many studios, publishers, and
cool people having fun and discuss video game development topics. Let's have a
beer together!</span><br />
<br />
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<br /></div>
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New post, now for something more positive. Since my last one, I <span class="sac" id="spans0e0">have been getting</span> a tremendous amount of support for my next project. It feels very good to talk about fresh stuff. But some people seem doubtful about my <span class="ui" id="spans0e1">GameMaker</span> choice.<br />
<br />
... aaaand I
definitely can understand that. It sounds like I was making real games
using real tools before at Arkedo, and like I'm now playing
with an old E-jay shareware for dummies.<br />
<br />
<b><span style="color: #f1c232;">Very few game developers (and gamers) really know what can be achieved with GM</span>,</b> so let's talk a bit about it. Even if you knew <span class="ui" id="spans0e0">GameMaker</span> years ago, you could be surprised by the features recently added.<br />
<br />
First things first, here comes some great PC games you c<span class="ui" id="spans0e3">ould</span> know, made with <span class="ui" id="spans0e4">GameMaker:</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd3yyBaEDaHepSGKNwhJ7fMZk2Q91tjULpgSaLlOjFfXBJl412ZD3yfrcihTDqgPsEeHMBYxhiKIwpOfIpL64qW_22VQQh2J4xLlhB0ZAe9Mmb1_iZI8AOuSJ_cjvjYYPlw0sS5fXO0QjG/s1600/montage_corrige.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="302" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd3yyBaEDaHepSGKNwhJ7fMZk2Q91tjULpgSaLlOjFfXBJl412ZD3yfrcihTDqgPsEeHMBYxhiKIwpOfIpL64qW_22VQQh2J4xLlhB0ZAe9Mmb1_iZI8AOuSJ_cjvjYYPlw0sS5fXO0QjG/s400/montage_corrige.jpg" width="400" /></a></div>
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<br />
<span style="color: #6fa8dc;"><span style="font-size: large;"><b><span style="font-size: medium;"><span style="color: #6fa8dc;"><b>► </b></span></span>What was the "old" Game Maker, as you may remember it?</b></span></span><br />
<br />
GM is born more than 10 years ago from a teacher named <a href="http://en.wikipedia.org/wiki/Mark_Overmars">Mark Overmars</a>, for an educational purpose. Using simple Drag n' Drop actions, it has given to total beginners the opportunity to make small games of their own.<br />
<span style="color: #f1c232;"><b>The technical performances were kind of limited, but the very smart visual interface was a design tour de force.</b></span><br />
<br />
Then a script language (called GML) was added, and a growing talented community made extensions, DLLs, and more. That way, you could find young beginners using only Drag n' Drop actions for simple tests, and advanced users using GML scripts to bring very rad games like the ones above.<br />
<br />
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This classic Game Maker software is now kind of frozen for about one year.<br />
<br />
<br />
<span style="color: #6fa8dc;"><b><span style="font-size: large;"><span style="font-size: medium;"><span style="color: #6fa8dc;"><b>► </b></span></span>What is the "new" Game Maker Studio?</span></b></span><br />
<br />
GM is now owned by a company called Yoyo Games, <span style="color: #ffd966;"><b>founded by people with impressive track records </b></span>( Microsoft Xbox, Sumo Digital, Apple, Hasbro, EA, Funcom, etc... <a href="http://www.yoyogames.com/about">more info here</a>) They have done an amazing work with the release of a rewritten software, named GM "Studio".<br />
Designed for real production, this new version costs real money and is targeted for professional users.<br />
<br />
- <span style="color: #ffd966;"><b>GM is now integrated to Steam</b></span>, with Cloud support for the projects, and even SVN.<br />
<br />
- It can efficiently export to <span style="color: #ffd966;"><b>PC / Windows 8 store / Mac Appstore / iOS Appstore / HTML 5 / Windows Phone and Android</b>.</span> A lot of games have been successfully approved now.<br />
More targets are planned, like the <span style="color: #ffd966;"><b>Linux</b></span> export coming very soon.<br />
<br />
- <span style="color: #ffd966;"><b>The exported games run in the appropriate language on each platform</b></span> (no more Delphi!), <span class="ui" id="spans0e0">which</span> bring performances on par with natively written games. (I'm very impressed to see how runs my PC prototype on a retina <span class="ui" id="spans0e1">iPad</span>)<br />
<br />
- The included set of convenient tools (sprite editor, paths, tiles layers, room editor, timelines, etc...) <span class="ui" id="spans0e0">makes</span> game <span class="ui" id="spans0e1">development</span> super fast.<br />
<span style="color: #ffd966;"><b><br />- Better performances mean you're not restricted to retro inspired games.</b></span> I just love
8/16-bits inspired titles, but now if you want huge sprite sheets and
know how to handle texture <span class="ui" id="spans0e3">pages</span> management, you're more than welcome in the HD era. Even with shinny additive blending FXxxxx.<br />
<br />
- <span style="color: #ffd966;"><b>GMS even includes "evil features"</b></span> like In App purchases, Flurry, Ads support, Facebook / Twitter integration, etc... You definitely can make your shameful freemium with tons of "Coin Doublers" and "Click this ad to get a 40 coins reward!" features. <i>(Please don't)</i><br />
<br />
<i>- </i>There even is a <span style="color: #ffd966;"><b>physic engine</b></span>. I never used it for now, so I can't tell anything good or bad about this, but here you can watch an Angry Bird clone creation, if Box2D is your kind of thing.<br />
<i> </i><br />
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<span style="color: #6fa8dc;"><span style="font-size: large;"><b><span style="font-size: medium;"><span style="color: #6fa8dc;"><b>► </b></span></span>Now I would like to try it for real game production, what do I need to know?</b></span></span><br />
<br />
If you're a regular beginner: nothing, just go for it. You'll need patience, good ideas, and the most important, to learn to finish a game. Maybe you could just stick to the free regular GameMaker for now, if you're not interested by multiplatform exports. <br />
<br />
If you're an experienced game developer, used to more classic environments,here come some notes.<br />
<br />
- <span style="color: #ffd966;"><b>GM is mainly made for 2D projects.</b></span> Crazy guys do crazy 3D things with it, but Unity seems a way better choice for now if you want 3D gameplay.<br />
<br />
- You still can use Drag n' Drop actions for basic design, but <span style="color: #ffd966;"><b>most of the "pro" features use GML script language only.</b></span><br />
<br />
- <span style="color: #ffd966;"><b>One tool is missing: where is the Particle editor</b></span>?. Problem solved <a href="http://aurelien-regard.blogspot.fr/2013/02/gms-software-particle-designer.html">here</a>.<span id="goog_1279510621"></span><span id="goog_1279510622"></span><br />
<br />
- The documentation and WIKI are great, but the forums and the google results can be misleading at start. Because of the two versions having different behaviors (regular GM vs GMS), you always have to be careful when reading a tutorial. Is it for Studio or not?<br />
<br />
That said, there are TONS a good tutorials everywhere for both. And once mastered, the messy forums are in fact very, very useful.<br />
<br />
<span style="color: #ffd966;"><b>- Due to the educational purpose of the original GM, you'll face professionals AND regular users at the same place</b></span>. Please don't panic. I'm personally more than happy to read dumb questions, there is always a chance to learn something from the answer. (You'll probably read some dumb questions of mine, too).<br />
<br />
- GM Studio evolves a lot. New features come every month, like the cross platform network capacities added last week. Stay tuned, have a look at the roadmap (shaders, linux...), and read the changelogs closely. Maybe follow the YoYo team on twitter to get sneak peeks and news on upcoming things, too.<br />
<br />
<b><span style="color: #ffd966;">- GM Studio allows super fast game development, but can't do magic</span></b>. Yes you'll have to pay the $100 developer fees from Apple, and yes you'll need a Mac connected to compile your iOS project, even if you do 99,9% of the work on your PC. Expect a very cool tool, not a miracle.<br />
<br />
<span style="color: #6fa8dc;"><span style="font-size: large;"><b><span style="font-size: medium;"><span style="color: #6fa8dc;"><b>► </b></span></span><span style="font-size: large;">Conclusion</span></b></span></span><br />
<br />
I hope many devs will try the new GMS in the future, it's just great. And as titles as The Binding of Isaac shown to many, even with a very simple technology, a great game is a great game, made with Unity, GameMaker, Flash or Unreal... Let's make cool things now!<br />
<br />
<br />
<br />
<br />Unknownnoreply@blogger.com12tag:blogger.com,1999:blog-6674894891096598294.post-87477306126554060142013-02-22T09:17:00.001-08:002013-02-22T10:30:34.108-08:00Some news about ARKEDO<div class="separator" style="clear: both; text-align: center;">
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<span style="color: #93c47d;"><i>(This post has entirely been translated in English by <span class="gD" name="Olivier Penot"><a href="http://fautedecliche.fr/">Olivier Penot</a>. A thousand thanks to him, at least. You can read a french version <a href="http://aurelien-regard.blogspot.fr/2013/02/le-point-sur-arkedo.html">here</a>)</span></i></span><br />
<span style="color: #93c47d;"><i><span class="gD" name="Olivier Penot"> </span></i></span> <br />
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<span style="color: #f1c232;"><b>Hello everyone</b></span>, here is Aurelien from Arkedo Studio speaking. I’m the creative director of the games we did since Arkedo started. Camille (the real big boss of the company) and I receive a lot of messages asking us about the actual situation of Arkedo, and what are our plans next.<br />
<br />
Arkedo stops after 7 years of super great moments, but the situation is subtle, and generally few people take the time to understand. Before we get into quick news posts like “Bankrupt! Shutting down! Apocalypse!”, let’s take the time to explain things calmly.<br />
<br />
<br />
<span style="font-size: large;"><span style="color: #6fa8dc;"><b>► FACTS</b></span></span><br />
<br />
Arkedo, the company, is still here. But no one’s employed anymore. No more games are produced either.<br />
<span style="color: #f1c232;"><b>That’s the subtlety of the situation</b></span>: Arkedo hasn’t closed down and is not bankrupt, going into administration or whatever big word, as it is managed properly. It is interesting for the structure to still be here as after HellYeah!, <span style="color: #f1c232;"><b>we’ve made two small games which are finished but you’re not aware of them yet.</b></span> We hope to release them soon and it should be fine on this side.<br />
<br />
<br />
<br />
<span style="font-size: large;"><span style="color: #6fa8dc;"><b>► THE DETAILED WHY</b></span></span><br />
<br />
<span style="color: #f1c232;"><b>There are three main reasons as why Arkedo stops</b></span>. If this of any interest to you, please take the time to consider the three reasons as a whole and not separately. <br />
<br />
<br />
<span style="color: #f1c232;"><b><span style="font-size: large;">♦</span> <u>MONEY</u></b></span><br />
<br />
First and most obvious one. Nowadays need a very careful financial management. As a consequence, one always has to jump from one project to another without a rest and with a very small team.<br />
<br />
But our team has grown throughout the years and we didn’t have any secured project on sight after HY. <span style="color: #f1c232;"><b>We first produced two new little games, self funded</b></span>, by splitting the team into two mini autonomous teams. But before running out of money, we had to do something.<br />
<br />
Arkedo has been, and will always be, an honest company, managed with generous and human values. One may consider this either silly, or nice.<br />
<br />
So, it has been decided to disband the team when there still was enough money
to get good conditions
for everyone, rather than replace permanent positions with interns and a bad atmosphere. As in any human matter, it is
important
to know when to stop, to get a clean situation. It is precisely because
we did this at this time that everyone from Arkedo is still having a good time together,
even after it's officially over.<br />
<br />
<br />
<span style="color: #f1c232;"><b><span style="font-size: large;">♦ </span><u>POST HELLYEAH ! ERA</u></b></span><br />
<br />
If you had the courage to read my post mortem (<b><a href="http://aurelien-regard.blogspot.fr/2012/12/the-full-hell-yeah-postmortem.html">LINK</a></b>) on HY!, you won’t learn much by telling you that this project was a little too big for us. <br />
<br />
Big picture is, the game has a lot of things we love, but also things we regret. Because we didn’t have enough time, or experience, and we reached our limits. It’s no big deal, but one needs to learn something out of it.<br />
<br />
<span style="color: #f1c232;"><b>The studio wanted to make smaller games again</b></span>, on a more manageable scale, without a huge publisher behind you (even though our relation with Sega is still excellent), or any management needs. <br />
<br />
But this small games willing is not really compatible with a middle size company structure. Right now, it is better to be small in order to take risks, and we weren’t anymore as we used to be when we did Nervous Brickdown, which was 7 years ago already.<br />
<br />
<br />
<span style="color: #f1c232;"><b><span style="font-size: large;">♦</span> <u>WHAT ONE WANT</u></b></span><br />
<br />
Adding to these: the two co-founders projects of Camille and I. <br />
<br />
When we decided together to put everything on hold, Camille was fully involved on his publishing project, already looking ahead. That doesn’t mean he wanted to leave Arkedo on the side of the road.<br />
<br />
On my side, I already told the team my willing to start my own mini-studio within the next few years. It wasn’t planned for a short term, but I had it in mind. <br />
<br />
<span style="color: #f1c232;"><b>Knowing that our long-term objectives would both drive us away from Arkedo</b></span>, it didn’t make sense to take financial risks again. Within a less hostile economical context, Arkedo would probably still be here, but this context just “speed-uped” the end of the studio by a couple of years. <br />
<br />
<br />
<br />
<b><span style="color: #6fa8dc;"><span style="font-size: large;">► WHAT’S NEXT ?</span></span></b><br />
<br />
<br />
- Camille will tell you better about his projects. There has been a
serious, deadly problem to the publishing project in december and I will let him update you on
this as I don’t want to write anything false. What is for sure is that
we still see one each other and will often do in the future, all with
great pleasure and for a long time.<br />
<br />
- In order to end this far-too-long note, on my side, after a small period of time to get over the situation, I’m now fulfilling an old fantasy: to produce a game from scratch to the end: code, sounds and design. I don’t know yet if the result will deserve your attention, or if I could make a living out of it once done but it is looking good and it’s making me very happy.<br />
<br />
If anyone read the whole thing, first, bravo. And mostly, guessing that you read this by curiosity for us, we hug/thank you very sincerely by finishing with this: Arkedo’s members are fine, most haven’t stopped the pixels and will show you new things with their own manners. <span style="color: #f1c232;"><b>In this kind of case, we say “See ya” rather than “Farewell”, right?</b></span><br />
<br />
<br />
<br />
Aurelien, on behalf of Arkedo.<br />
<br />
<br />
Sidenote: <span style="color: #f1c232;"><b>HY Pocket Inferno on mobile platforms</b></span> should be out by now. I didn’t work on it, nor the rest of Arkedo excluding our producer. Reason is simple: the game has been entirely produced externally by another studio as, at the time, we were hardly finishing the PC/XBLA version of the game. <br />
<br />
<br />Unknownnoreply@blogger.com72tag:blogger.com,1999:blog-6674894891096598294.post-72332562760530466362013-02-22T04:39:00.000-08:002013-02-22T10:05:21.609-08:00Le point sur ARKEDO<!--[if gte mso 9]><xml>
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readers: <span style="color: #f1c232;"><b>ENGLISH VERSION can be found <a href="http://aurelien-regard.blogspot.fr/2013/02/some-news-about-arkedo.html">here</a>.</b></span> )</span></i></span></div>
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<br /></div>
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="color: #f1c232;"><b>Bonjour
tout le monde</b></span>, c'est Aurélien du studio Arkedo à l'appareil. Je m'occupe de la
partie créative des jeux depuis la création de l'entreprise. Camille (le vrai chef du studio) et moi, on reçoit beaucoup de messages pour nous
demander quelle est la situation d'Arkedo, et ce qui se passe pour la suite. </span><br />
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Arkedo s'arrête après 7 ans d'excellents moments, mais la situation est subtile,
et généralement peu de gens prennent le temps de comprendre. Avant de se retrouver dans des news un peu hâtives de
type <i>"Faillite! Liquidation! Apocalypse!</i>", faisons le point
tranquillement.</span></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<br />
<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span style="color: #3d85c6;"><b><span lang="fr" style="font-size: 14.0pt; line-height: 115%; mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="color: #6fa8dc;"><span style="font-family: Arial; font-size: small;">► </span>LES FAITS</span> </span></b></span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Arkedo, la
structure juridique, est encore là. Mais le studio ne compte plus d'employés.
Il n'y a plus de jeux produits actuellement.</span></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span style="color: #f1c232;"><b><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Subtilité</span></b></span><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="color: #f1c232;">:</span> Arkedo
n'a pas pour autant complètement fermé, et n'est pas non plus en faillite,
liquidation ou autre vilain mot, car géré proprement.</span></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Il est
intéressant que la structure reste vivante, car après HellYeah!, nous avons
réalisés <span style="color: #f1c232;"><b>deux petits jeux qui sont terminés, mais que vous ne connaissez
pas encore</b></span>. On espère les voir sortir bientôt, et ça se profile pas mal.</span></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span style="color: #6fa8dc;"><b><span lang="fr" style="font-size: 14.0pt; line-height: 115%; mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="font-family: Arial; font-size: small;">► </span>LE POURQUOI EN DETAIL </span></b></span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span style="color: #f1c232;"><b><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Il y a
trois raisons à l'arrêt d'Arkedo</span></b></span><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="color: orange;"><b><span style="color: #f1c232;">.</span> </b></span>Si ce message vous intéresse, s'il vous
plait prenez le temps de considérer les trois raisons à la fois et non une
seule.</span></div>
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<span style="color: #f1c232;"><br /></span></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span style="color: #f1c232;"><b><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="font-family: Arial; font-size: small;">♦</span> <u>LES
SOUS</u></span></b></span><span style="color: #f1c232;"><b><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"> </span></b></span></div>
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<br /></div>
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<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">La
première raison, c'est celle à laquelle<span style="mso-spacerun: yes;"> </span>tout le monde pense. Les temps actuels demandent une gestion financière
économe. Ils demandent aussi de sauter de projet en projet sans temps mort, avec une équipe
réduite au minimum.</span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Or notre
équipe a grossi au fil des années, et nous n'avions pas de projets sûrs en vue
après HY. <span style="color: #f1c232;"><b>Nous avons d’abord produit deux nouveaux petits jeux sur fonds propres</b></span>
en séparant l'équipe en deux mini teams autonomes. Mais avant de voir ensuite
nos économies définitivement fondre, il a fallu réagir. </span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Arkedo a
toujours été, et ce jusqu'à la fin, une entreprise honnête, gérée de manière
humaine et généreuse. Selon le point de vue, on peut trouver ça idiot ou
formidable.</span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Quoiqu'il
en soit, il a été décidé de dissoudre toute l'équipe dans de bonnes conditions,
et surtout à temps, plutôt que de remplacer les CDI par des stagiaires et une
sale ambiance.</span></div>
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<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Comme dans
d'autres domaines, il est bon de savoir s'arrêter dans une situation propre.
C'est ce timing précieux qui fait que tout le monde s'entend encore bien, même
dans l'après Arkedo.</span></div>
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<br /></div>
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<span style="color: #f1c232;"><b><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="color: #f1c232;"><b><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="font-family: Arial; font-size: small;">♦</span> </span></b></span><u>L'APRES HELLYEAH!</u></span></b></span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Si vous
vous êtes infligé mon <a href="http://aurelien-regard.blogspot.fr/2012/12/the-full-hell-yeah-postmortem.html">post-mortem sur HY!,</a> je ne vous apprends rien en vous
disant que ce genre de projet s'est révélé un peu trop gros pour nous.</span></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">En résumé,
le jeu comporte beaucoup de choses que l'on aime, mais aussi des éléments que l'on
regrette. Par manque de temps, de recul, et surtout d'expérience, nous avons
atteint nos limites. Ce n'est pas grave, mais il faut en apprendre quelque chose.</span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="color: #f1c232;"><b>L'envie du
studio a été de repasser à des jeux plus petits</b></span>, plus maitrisables, sans gros
éditeur derrière (même si nos relations avec Sega sont toujours très bonnes),
ni management d'équipe. Juste faire de bons petits jeux entres potes.</span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Or, cette
envie de petits jeux indés se révèlent assez peu compatible avec une structure
de taille moyenne. En ce moment, il vaut mieux être léger pour pouvoir prendre
des risques, et nous ne l'étions plus, contrairement à la période de production
de Nervous Brickdown, il y a 7 ans déjà.</span></div>
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<br />
<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span style="color: #f1c232;"><b><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="color: #f1c232;"><b><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="font-family: Arial; font-size: small;">♦</span> </span></b></span><u>LES
ENVIES DE CHACUN</u></span></b></span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">S'ajoutent
à ça les projets des deux fondateurs du studio, Camille et moi.</span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Au moment
de prendre la décision commune de tout mettre<span style="mso-spacerun: yes;">
</span>en veille, Camille était à pleine vapeur sur son projet d'édition de
jeux, et déjà tourné vers le futur. Ce qui ne veut pas dire qu'il voulait lâcher
Arkedo en route.</span></div>
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<br /></div>
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<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">De mon côté,
j'avais annoncé à l'équipe mon souhait de monter mon propre mini-studio dans
les prochaines années. Ce n'était pas non plus du tout prévu pour tout de
suite, mais c'était dans un coin de ma tête.</span></div>
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<br /></div>
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<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="color: #f1c232;"><b>Sachant
que nos envies sur le long terme nous éloigneraient chacun d'Arkedo</b></span>, il ne
faisait pas sens de reprendre des risques financiers.</span><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"> Dans un
contexte économique moins hostile que l'actuel, Arkedo serait surement toujours
là, mais ce climat n'a fait que précipiter de deux ou trois ans la fin du
studio.</span>
</div>
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<br /></div>
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<br /></div>
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<br /></div>
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<br /></div>
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<span style="color: #6fa8dc;"><b><span lang="fr" style="font-size: 14.0pt; line-height: 115%; mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span style="font-family: Arial; font-size: small;">► </span>LA SUITE</span></b></span><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"></span></div>
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<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"> </span><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"> </span>
</div>
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<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">- Camille
vous parlera mieux que moi de ses projets. Il y a eu un contretemps sérieux au
projet d'édition, et je le laisserai faire une update là-dessus de son coté, de
peur d'écrire des bêtises. Ce qui est certain, c'est que nous nous voyons
encore régulièrement avec plaisir, et que nos chemins se croiseront sûrement
encore longtemps.</span></div>
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<br /></div>
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<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">- Enfin
pour terminer ce bien trop long billet, de mon côté, après une petite période
pour digérer la situation, je réalise depuis quelques temps un vieux fantasme:
faire un jeu tout seul de A à Z, code, musique, et design. Je ne sais pas
encore si le résultat méritera votre attention, ni si je pourrai en vivre une
fois terminé, mais ça avance bien, et ça me rend très heureux.</span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Si quelqu’un
est arrivé jusqu'au bout de cette explication, d'abord, bravo. Et surtout, en
partant du principe que vous avez lu ceci par curiosité pour nous, on vous
embrasse bien sincèrement en terminant là-dessus: les membres d'Arkedo vont
bien, beaucoup n'ont pas raccroché les pixels, et ils vous proposeront
prochainement de nouvelles choses chacun à leur manière. <span style="color: #f1c232;"><b>Dans ce genre de
cas, on dit "à bientôt" plutôt que "bye bye", non?</b></span></span></div>
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<br /></div>
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<br /></div>
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<br /></div>
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<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Aurélien
pour Arkedo.</span></div>
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<br /></div>
<div class="MsoNormal" style="mso-layout-grid-align: none; text-autospace: none;">
<span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;"><span lang="fr" style="mso-ansi-language: #000C; mso-bidi-font-family: Calibri;">Note: <i>Pour répondre aux questions,<b><span style="color: #f1c232;"> HY
Pocket Inferno</span> </b>sur smartphones devrait être sorti au moment où vous lisez
ces lignes. Je n'ai pas travaillé dessus, pas plus que le reste d'Arkedo à part
notre producer. La raison est simple: le jeu a été entièrement réalisé en
externe par un autre studio car à l'époque nous terminions de notre côté la version
PC/Xbox en tirant la langue.</i></span> </span></div>
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Unknownnoreply@blogger.com34tag:blogger.com,1999:blog-6674894891096598294.post-9207898554076284572013-02-12T09:07:00.000-08:002013-02-12T09:21:16.763-08:00GMS Software: PARTICLE DESIGNERThe more I use Game Maker Studio, the more I love it.<br />
But there is one very annoying thing to deal with: PARTICLES.<br />
Making your own using drag n' drop is quite limited, and creating it blindly with code takes foreveeeeer.<br />
<br />
I'm used to the Arkedo particle editor for years now, and I was missing it so much when making things with GMS. But, this was before... <a href="http://alertgames.net/index.php?page=s/pd2">PARTICLE DESIGNER</a> 2.5!<i> (hallelujah.wav)</i><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpDc4Caj2Y7DCVJEJVitkvOd3B-0vUPwAV5cpRSG8tJwqx3QO9zIna4LECHmWbC1Y7YmGanA8UJN9hKuIAwACergyGP2JUEAsUe1L6UiBl3d1p_5VT7rYPWiCNFb5cepMVWJd1P_q6bKbm/s1600/particle_designer.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpDc4Caj2Y7DCVJEJVitkvOd3B-0vUPwAV5cpRSG8tJwqx3QO9zIna4LECHmWbC1Y7YmGanA8UJN9hKuIAwACergyGP2JUEAsUe1L6UiBl3d1p_5VT7rYPWiCNFb5cepMVWJd1P_q6bKbm/s320/particle_designer.jpg" width="320" /></a></div>
<br />
This tool makes everything so much faster: the settings are super easy to get if you're familiar with some other tools. Set the scale, speed, alpha, blending, and BAM, and then export your graphic effect directly to the clipboard!<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif5W8GJuxqEc-LdYVVgXW4BdDNfb8RTbi9Yl6mhyphenhyphenvFBkudUz5dBYbBvity0y4xaurZ75sElBhrT7_BuH1FJusJhLo813ANl-f8meW_KDixAzURkoCDHk-aIwFFDa6ogypLih6bZhXcEGTs/s1600/BIM.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="142" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif5W8GJuxqEc-LdYVVgXW4BdDNfb8RTbi9Yl6mhyphenhyphenvFBkudUz5dBYbBvity0y4xaurZ75sElBhrT7_BuH1FJusJhLo813ANl-f8meW_KDixAzURkoCDHk-aIwFFDa6ogypLih6bZhXcEGTs/s320/BIM.jpg" width="320" /></a></div>
<br />
That's it. Paste into your GML code, and watch the final result in your game.<br />
Thanks SO MUCH to Alert Games for this tool...Go visit their <a href="http://alertgames.net/index.php?page=s/pd2">website</a>!<br />
<br />
Note: the tool was designed for Game Maker (not) Studio. Remember to delete the "_0.png" extension in your code, and it will work like a charm.Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-6674894891096598294.post-38032233906369342342013-01-07T04:24:00.001-08:002013-01-07T06:05:35.092-08:00THIS LOVELY DOG, too much detail.I just love to create new characters. And Snoopy. Imagine how happy I was when drawing this one!<br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/B-UJSytWg18?feature=player_embedded' frameborder='0'></iframe></div>
<br />
But sometimes I can't stop adding details even if I know it's wrong. As said before, I recently realized (<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_1zQwztoQkqsxs-RREPaWiM_GcPyQEAcaDuKyvMFjTJ_mUMuDORAZQlvckSGV23g7i00baXmoYdWdoOiPyIT9QKThHXDJ0_e2kPY3-HTredIQZ4nJBrV6prWoNDk0mZjELTHprO0EBdhu/s1600/013_lisibility.jpg">LINK</a>) how important it is for a game to keep things simple and readable. So, sadly, the following version of this character doesn't exist anymore, I replaced it later with a new and simpler one and it works way better once in game.<br />
<br />
On a side note, I hope to show more on this title later, but I can't promise anything for now, this is not a tease or something. I was just sincerely afraid to lose it in my PC mess / randomachineblackhole, so I'm glad to post it here so I know it's somewhere.<br />
<br />
<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6674894891096598294.post-11115714605084772682012-12-21T07:03:00.000-08:002012-12-21T08:27:44.433-08:00The full HY POSTMORTEM is now online!You can now read the full "Hell Yeah!" postmortem <a href="http://aurelien-regard.blogspot.fr/2012/12/the-full-hell-yeah-postmortem.html">HERE</a>. Warning, it's pretty long, but there are tons of images, so some of you should survive to it.<br />
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<a href="http://aurelien-regard.blogspot.fr/2012/12/the-full-hell-yeah-postmortem.html"><img border="0" height="113" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgah9o2IseSZRXMZsX4qHbQ4XOQvQZAHkCDiFGrdTFwo2dKYX937FhBWqhddZWFQNA674mdE3H_CQrUVWKmo8dEpZxr5TdfjFtMyOHFePqTwQ4jAtrxD9hgT3BEVBGCzUvPItNAxMH6jSOW/s400/banner.jpg" width="400" /></a></div>
<br />
<br />
Have a good read, and don't hesitate to contact me on twitter or via e-mail if you want to discuss about it.Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-6674894891096598294.post-61282345974616809592012-12-07T03:37:00.002-08:002012-12-07T03:57:21.730-08:002 SIMPLE TRICKS to draw fasterI know a lot of talented but slow graphic artists. This is absolutely not a problem on private projects, but in a company, and with milestones to reach, you really have to be efficient. This post is about drawing and animating<i> </i>under <b>emergency conditions.</b><br />
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/DX3ywa9ncA8?feature=player_embedded' frameborder='0'></iframe></div>
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The first thing is having a fast process. I know a lot of graphic
artists who draw on paper, then scan, then redraw with illustrator, then
animate with Flash or After Effect. Really try to draw directly in Flash<b> </b>using your Wacom, it will be
way, way faster. Even better, drawing directly in Flash allows to be
assisted with <i>"Paint Inside"</i> mode (fast gestures, but always inside of the shapes) and with <i>"Instances"</i>.<br />
<br />
<b>With instances, you can work on a part of the character, and make others automatically at the same time</b>.
And of course, without import operations, you will not have to
reorganize layers later, you draw directly head, arms and legs on
separate layers, and bam, ready to be animated. So much time spared!
Here is a quick video I made to show the trick to friends. Hopefully it
can be useful to <i>old school </i>Illustrator artists having trouble to reach their deadlines!Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6674894891096598294.post-41729910287541596092012-11-25T08:41:00.002-08:002012-11-25T08:51:19.684-08:00MONSTERS & NPC - 4 -More monsters, this time I'm adding some random stuff like non playable characters or shops too. Speaking of shop design, as I'm looking at it right now, it reminds me of Steam during the sales: colorful and deadly at the same time...must...resist..not...no...argl. <br />
(Previous sketches posts can be found <a href="http://aurelien-regard.blogspot.fr/2012/11/sketches-and-monsters.html">here</a>, <a href="http://aurelien-regard.blogspot.fr/2012/11/sketches-and-monsters-2.html">here</a>, and <a href="http://aurelien-regard.blogspot.fr/2012/11/sketches-and-monters-3.html">here</a>.) <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXzdkstxX8f_Y1uHN7KOLSTlXz1CTrKmUZzKum68DN7eGYJA2uK1qWo760CLYOaCBKOr2-QHlnrw6wlhO0-5AS_rNbqJbWTCB_swVnRxuKHWeCNyEQ4Ye2a8wd30PO55mduGm4eV8uxvwK/s1600/sketches04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="357" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXzdkstxX8f_Y1uHN7KOLSTlXz1CTrKmUZzKum68DN7eGYJA2uK1qWo760CLYOaCBKOr2-QHlnrw6wlhO0-5AS_rNbqJbWTCB_swVnRxuKHWeCNyEQ4Ye2a8wd30PO55mduGm4eV8uxvwK/s400/sketches04.jpg" width="480" /> </a></div>
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(click to enlarge) </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKNrvRvfl0E6CXdAr6BmtUodCyrHUOa6X1RKV2RoSrHjs_lTQV17qSTsCLpP1JSf6sakPjgwWrVb6ibe0Y69eyGAnIedg1FYBYEFhjeSHbhBxNUlsq7trToRwuQIJBXU4RrnYNmz5X9rFi/s1600/NPC.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="285" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKNrvRvfl0E6CXdAr6BmtUodCyrHUOa6X1RKV2RoSrHjs_lTQV17qSTsCLpP1JSf6sakPjgwWrVb6ibe0Y69eyGAnIedg1FYBYEFhjeSHbhBxNUlsq7trToRwuQIJBXU4RrnYNmz5X9rFi/s400/NPC.jpg" width="500" /></a></div>
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Unknownnoreply@blogger.com13tag:blogger.com,1999:blog-6674894891096598294.post-18226834018428583682012-11-25T07:17:00.001-08:002012-11-25T08:59:33.168-08:00DANGER! CONFERENCE!For the very first time, I'll handle a conference in English. It will be the 29th at the Game Connection, and of course I'm totally freaking out about it. That said, I wonder if there will be anyone to listen at it... So please tell your friends if you think they can be interested in a HellYeah! post mortem.<br />
<a href="http://www.game-connection.com/gameconn/content/hell-yeah-making-lot-fun-lot-lessons-learnedtoo">The full description of the 50min long conference can be found here</a>, and I'll of course be happy to speak with everyone having questions, even silly ones.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8moYuFaaIhr3FiRhvhheDAugINZ2jc3_JzXiKLet1mnhgsgxmLUpvNNPWFQlpGmnd-P73t9XcC39WT55K6g6uJfywPrAFKhUJIvyyBVZaX496D-uLir7EWTvR3r6DAHBHitcFMkYipgbV/s1600/gameconnection.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="163" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8moYuFaaIhr3FiRhvhheDAugINZ2jc3_JzXiKLet1mnhgsgxmLUpvNNPWFQlpGmnd-P73t9XcC39WT55K6g6uJfywPrAFKhUJIvyyBVZaX496D-uLir7EWTvR3r6DAHBHitcFMkYipgbV/s400/gameconnection.jpg" width="400" /></a></div>
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<a href="http://www.game-connection.com/gameconn/content/hell-yeah-making-lot-fun-lot-lessons-learnedtoo"><br /></a></div>
I have absolutely nothing to sell at this event, the HellYeah! promo tour is over now, the goal is to really explain what was good and what was wrong during the production, so others studios or game developers can avoid some classic traps. Let's meet if you want to!<br />
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<i>On a side note, this conference thing reminds me of this <a href="http://www.youtube.com/watch?v=K853GykeGH0">Tom Vu video</a>, a spiritual guide for everyone of us.</i>Unknownnoreply@blogger.com6tag:blogger.com,1999:blog-6674894891096598294.post-61495293055883555502012-11-24T15:14:00.000-08:002012-11-24T15:19:26.878-08:00ME and MAGICAL DROP VMagical Drop V is out for a few days now, and some of my friends think I've been in charge of the design. Some of them tell me it's good, some of them want to punch me in the face.<br />
So, I feel like I have to be clear about something. Yes, I worked on the game. No, I had absolutely no creative input on it.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFqYenTK_untALHqnUY67_yooT26fgnBfkGkUjLMERwKwgLrX9pNd7kUrs9mQQM4YBNCTA8f8S2Xb2FuUqLQDfsNIqJkhyhJ96OKL09JYEVFU04raZi0h1K39eHizJZKMLtRUM44nuNlEX/s1600/magical.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFqYenTK_untALHqnUY67_yooT26fgnBfkGkUjLMERwKwgLrX9pNd7kUrs9mQQM4YBNCTA8f8S2Xb2FuUqLQDfsNIqJkhyhJ96OKL09JYEVFU04raZi0h1K39eHizJZKMLtRUM44nuNlEX/s320/magical.jpg" width="320" /></a></div>
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The characters, the backgrounds, the game modes, the engine, even the font, were provided by our client. My work has been mostly on processing the huge characters animations in sprite sheets.<br />
I love the Neogeo era, and I think the Magical Drop gameplay mechanic is a blast, but please don't e-mail me too much about this game. I've not played the final product yet(*), so I don't know if it's good or not, but in both cases I cannot take credit for it.<br />
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(*) For now I'm busy preparing my <a href="http://www.game-connection.com/gameconn/content/hell-yeah-making-lot-fun-lot-lessons-learnedtoo">Game Connection conference</a>, (I'm scared!), I will play the game for sure in a few days!Unknownnoreply@blogger.com2tag:blogger.com,1999:blog-6674894891096598294.post-66984146319931453662012-11-21T08:25:00.001-08:002012-11-21T09:27:38.160-08:00MISC SMALL PROJECTS -1- BULLETS!<b>O.M.G</b> (Our Manic Game / published by Microsoft) has a terrible name, yes.<br />
It runs on Windows Phone, yes. I know what you're thinking right now...BUT the few people who actually bought it 2 years ago seemed quite <a href="http://zunited.net/2011/05/omg-our-manic-game-review/">happy with it</a>. Made by two people (me and <a href="http://fr.linkedin.com/pub/dimitri-p%C3%A9an/12/a15/51b">Dimitri</a>) on a tight schedule (it was an exclusive launch title for 2010), this infinite manic shooter plays a bit like Titanion from master <a href="http://www.asahi-net.or.jp/~cs8k-cyu/index_e.html">Kenta Cho</a>: you have to touch the enemies with your finger to make them go red and berserk. Then their shots are multiplied, and so are the points for the crushed enemies. You take risks and (hopefully) you get rewarded.<br />
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The gameplay mechanic is very simple, but it was fun to make a small shmup that quickly for a new and mysterious (at that time) hardware.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvKigKPhgG84UMJgf0Wu5NHeN1tufOhn-EshLEGqRdx9RUQagvcySzYTFh0bHDePHMxcIHchse45I31gF69VIxD4SJm6rnIf-0JuOLKvENEbOJqNc1JQs2TikBubDBGja6gYb0VPs2AuGQ/s1600/OMG.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="285" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvKigKPhgG84UMJgf0Wu5NHeN1tufOhn-EshLEGqRdx9RUQagvcySzYTFh0bHDePHMxcIHchse45I31gF69VIxD4SJm6rnIf-0JuOLKvENEbOJqNc1JQs2TikBubDBGja6gYb0VPs2AuGQ/s400/OMG.jpg" width="400" /></a></div>
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To speed up the production, I made the musics too. Ingame soundtrack was generic soft techno, but now that I'm hearing it again, I'm a bit shocked by how sad the <b>Title Screen theme</b> is... I remember how obsessed I was with the <a href="http://www.youtube.com/watch?v=NImW-Rs8eK8">Konami logo boot sequence</a> in MGS on PSX, maybe this explains a bit.</div>
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<iframe frameborder="no" height="166" scrolling="no" src="http://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F68302190&auto_play=false&show_artwork=false&color=0097ff" width="100%"></iframe>Unknownnoreply@blogger.com5tag:blogger.com,1999:blog-6674894891096598294.post-34834672640679247792012-11-20T15:00:00.002-08:002012-11-21T08:46:58.167-08:00SKETCHES AND MONTERS -3-Sketches and monsters, "Weird Green Things Special Edition". I remember myself drawing the Zeus character, and trying something like 15 different balloons before choosing the dog shape...Acid smileys, bananas, or even giant eyes... But at the end of the day, nothing beats the classics!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0ChVRfPPqlTAh9wz7CllfM3gpZUAxb5QNlxKZsI9ylG3iH9GWF0SkW2Ht6q0MKFNs5_kKDx20MbFj1qdiZXTvS0FMplhthjIBv3gdo66MKkZ1B19I7Dd8Ne7KUpT_9SjP-Bq5anA8LXIC/s1600/sketches3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0ChVRfPPqlTAh9wz7CllfM3gpZUAxb5QNlxKZsI9ylG3iH9GWF0SkW2Ht6q0MKFNs5_kKDx20MbFj1qdiZXTvS0FMplhthjIBv3gdo66MKkZ1B19I7Dd8Ne7KUpT_9SjP-Bq5anA8LXIC/s400/sketches3.jpg" width="400" /></a></div>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6674894891096598294.post-86397721531386777732012-11-20T14:11:00.001-08:002012-11-21T08:47:03.574-08:00SKETCHES AND MONSTERS -2-More designs. These ones come from the final zone of the game, and are merely sketches, because it was a rush period. I tried to get the final lines from the start, it's not very esthetic or pretty, but it allowed me to speed up the colorization and animation process.<br />
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6674894891096598294.post-12518888524035745562012-11-20T13:24:00.000-08:002012-11-21T08:47:07.780-08:00SKETCHES AND MONSTERS -1-The HELLYEAH! production has sometimes been not so easy to manage. It was a big project for a not so big team. But without any hesitation, the super fun part has been to create the monster designs. I've never been so free to draw anything, anyhow. Very, very good moments. Here comes a first set of sketches, and what it became once finalised for the game.<br />
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6674894891096598294.post-91438198255796800152012-11-20T05:42:00.000-08:002012-11-20T06:59:18.547-08:00JAPAN SUPER LITE 2500!<div class="separator" style="clear: both; text-align: center;">
<object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://2.gvt0.com/vi/tawIQd_6O0I/0.jpg" height="266" width="320"><param name="movie" value="http://www.youtube.com/v/tawIQd_6O0I&fs=1&source=uds" /><param name="bgcolor" value="#FFFFFF" /><param name="allowFullScreen" value="true" /><embed width="320" height="266" src="http://www.youtube.com/v/tawIQd_6O0I&fs=1&source=uds" type="application/x-shockwave-flash" allowfullscreen="true"></embed></object></div>
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I'm so thanking Nervous Brickdown for all it has brought to me. For example, this title made my first trip to Japan happen, to look for a publisher for our little "Block Kuzushi" (that's the japanese name for the Breakout genre). I also had the chance to see some Nervous Brickdown cartridges actually <u>imported</u> from Europe and sold in some japanese stores. A huge and joyful mindfuck, to be true.<br />
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Then <a href="http://en.wikipedia.org/wiki/Success_%28company%29">SUCCESS</a><a href="http://www.blogger.com/blogger.g?blogID=6674894891096598294"> Corporation</a> has been crazy enough to officially publish the game in Japan. This is the commercial they made, featuring crazy Japanese voice, and slight name change. Take a breath, and then read:<b> "<span class="white">SuperLite2500 BRICKDOWN Brokku Kuzushi no Fransu Kakumei ya!"</span></b><br />
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That's what I call a video game name! Take that, all the F.O.U.R letters racing games!Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6674894891096598294.post-35923788086639802142012-11-20T05:13:00.000-08:002012-11-20T06:59:38.769-08:00UNRELEASED TV COMMERCIAL (no sound)<div class="separator" style="clear: both; text-align: center;">
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<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.youtube.com/embed/2Pp5PpGCoSQ?feature=player_embedded' frameborder='0'></iframe></div>
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Big Bang Mini (Nintendo DS) could have gotten a TV commercial in the US.<br />
What a thrill! A TV ad! For one of our games! Call everyone's mom! <br />
Sadly, this ad has been (very well) produced by our publisher but has not been aired. <br />
Note: If you see something wrong at 0:07, <u>YOU</u> are the pervert.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6674894891096598294.post-81147837129103929292012-11-20T05:11:00.002-08:002012-11-20T06:58:03.129-08:00OH SNAP! IT'S A RIP-OFF!Sometimes, you think about something, and it sounds fun. Let's say, a game about a mighty and legendary pants for your next game "HellYeah!". Then you're making an intro with it, and show your gameplay prototype to publishers. Then "<a href="http://en.wikipedia.org/wiki/DeathSpank">Deathspank</a>", another video game from another company, comes out. Surprise, the story is all about a mighty and legendary pants!<br />
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At this very moment, you know you'll change a few things in your story. Why not, hum, everything?<br />
To be honest, I can't say i didn't see Deathspank previews before drawing this pants thing. I just sincerely forgot about it, months passed, and then I felt like an idiot.<br />
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-6674894891096598294.post-17047726384207595572012-11-18T13:54:00.000-08:002012-11-18T14:10:43.493-08:002 DEMO TRACKS FOR A NEW PROJECT2 demo tracks today. Both are made for a new project of mine I just started, and which is not fully designed yet, even on paper.
The first one is made for a map screen, the second one is meant to be played during the action...Hope you'll like it!<br />
<iframe frameborder="no" height="166" scrolling="no" src="http://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F67935998&auto_play=false&show_artwork=false&color=00a1ff" width="100%"></iframe>
<iframe frameborder="no" height="166" scrolling="no" src="http://w.soundcloud.com/player/?url=http%3A%2F%2Fapi.soundcloud.com%2Ftracks%2F67936993&auto_play=false&show_artwork=false&color=00a1ff" width="100%"></iframe>Unknownnoreply@blogger.com0