Hey all. I'm just writing to say I have all the content implemented in my game and all should be good to go.
I still need to do a big-time final analysis on things and such, but that hopefully won't be too tough.
I plan to make a trailer when I have a specific date figured out. So until then...
Awesome! Can't wait for the trailer.
This is great, you always make something good so I'm looking forward to it.
Congratulations sir! Quite a feat. I can't wait to read more details about the process and final product.
It will be interesting to see the trailer. Waiting for it.
Do you (Sivak) intend to eventually release the game for the masses to play with anytime soon? :]
If you release this in cartridge format, I'll definitely pay for it. I really like what I've seen of this game so far.
As for your next project on the NES, do you have anything in mind? Perhaps a virtual bowling game titled BowlSivak Revolution?
naI wrote:
As for your next project on the NES, do you have anything in mind? Perhaps a virtual bowling game titled BowlSivak Revolution?
I don't do sports games.
Sivak wrote:
naI wrote:
As for your next project on the NES, do you have anything in mind? Perhaps a virtual bowling game titled BowlSivak Revolution?
I don't do sports games.
I *demand* Sivak 52.
naI wrote:
BowlSivak Revolution
That's the worst pun I've heard in a long time. You should be ashamed of yourself. XP
I just wanted to say congrats on finishing the game.
Definitely a huge congrats from me, too. It must feel great to finish an ambitious project like this.
Can't wait for the cartridges to be released.
- I don't know, but think about digital downloads. I could pay $$ for that.
If he could find a publisher, the game could be released as a virtual console software on the Wii. This is what I would do.
Finding a publisher might involve moving your whole family to another state (or possibly another country) first.
As I understand it, Virtual Console is for games first published prior to 2006. It'd end up in the WiiWare section, like Mega Man 9 (even though Mega Man 9 is native code and this game is emulated), and you'd have to find a non-copylefted emulator to run it in because of Nintendo's strict policy against copylefted software (see Pajama Sam).
I just played through and beat the demo. Can't wait for the release.
I got some other news. I had a personal prototype of the cart made up for testing on hardware. I'm pleased to say it went fine and everything worked.
The main thing now is just getting some label artwork. Then all should be done.
Banshaku wrote:
If he could find a publisher, the game could be released as a virtual console software on the Wii. This is what I would do.
- or "better", port it to XBLA
Fx3 wrote:
or "better", port it to XBLA
There are two devkits for Xbox 360: XNA and the other one. XNA doesn't support real-time audio synthesis, and the other one doesn't support developers who have an unrelated day job.
And what does the authors of "I wana be the guy" about that ?
XNA games just render the music to a .wav file at compile time and then have the XNA tools convert that to .xma or whatever XNA games use for music. But that wouldn't work so well for a music game like Parappa or Vib Ribbon or Amplitude or DDR or Guitar/DJ Hero, especially because it's hard to determine the precise playback position. Nor would it work well for a game with a
lot of sequenced music, like a 16-bit-style RPG. It has been suggested on
a topic on XNA's official forum that the lack of a counterpart to
Allegro's AUDIOSTREAM may have been an
intentional measure to discourage the development of emulators that use copyright-infringing ROM files. This despite that someone named Shawn Hargreaves developed the Allegro library and someone whose forum nick is "Shawn Hargreaves" made posts in that topic.
Bregalad wrote:
And what does the authors of "I wana be the guy" about that ?
If I remember correctly, Sivak contacted the maker(s) of "I Wanna Be The Guy" about using a character that resembled their own, and they approved.
Can't wait to play it when it's out!
tepples wrote:
XNA games just render the music to a .wav file at compile time and then have the XNA tools convert that to .xma or whatever XNA games use for music.
Wow, IMHO that stands for almost everything that made videogame music turn boring (CD tracks versus soundchips). Nothing dynamic at all about it.
Pretty interesting though to see the posts there, getting to the point where someone proposed using one sine wave sample, and Fourier transforms to generate sounds. That's kind of cool, but talk about jumping through flaming hoops to do something simple..