Friday, 6 April 2012

Media!

Hey,

I have been incredibly amazed by how well the trailer was received by the media.
It has been front page at bgamer and appeared on eurogamer!

http://www.bgamer.pt/index.php/noticias/article/8825-estudio-portugues-com-jogo-em-desenvolvimento
http://www.eurogamer.pt/articles/2012-04-03-nobu-fat-revenge-um-jogo-indie-portugues

With lots of great comments i really wanted to make the game even better. And decided to give it another go at fund raising by creating a project at indiegogo.
You can check it out on the right and if you want to support this project you can donate or simply share the link of the blog or the campaign. That would make my day and be thankfull.


Having that said, i'm going back to work!
Thanks for the support.

Monday, 2 April 2012

Trailer !

Hey world,

I am proud to present to you, the first trailer for the upcoming game, "Nobu: Fat Revenge!".


 

It's been quite a while since my last update. I didn't want to overload the blog with useless and small posts.
Anway...As you can see, i have been working not only on the game but also on the markting part. This is a huge step for me to oficially announce the game.

There isn't a release date yet but i can tell you with 99.99% certainty that the game will be released by this Summer.

Release date : somewhere between now and June.


Apart from this huge update, in my opinion, i have three more to annouce!

This game will feature two new modes :
    - Co-op mode (2 players or up to 4, still deciding).
    - Special unlockable mode with special characters (hope everyone think it's funny)

And for the final update:
    - the game's engine is finished! Woot Woot!


--/--
Don't forget to take a look at the animator's (Sam) DeviantArt  or Newgrounds page:
http://o0oinuyashao0o.deviantart.com/
http://o0oinuyashao0o.newgrounds.com/

And the Music and Sound Effects Composer' (Charlie Twitch) site :
http://portfolio.charlietwitch.com/portfolio/

They did an excelent job!
--/--


Hope everyone enjoys the trailer, till next update. swwwoosh!

Friday, 27 January 2012

Nobu's year!

Hey world!

It's been quite a while since i have posted something relevant on this blog, it's time to update and share what i have been doing.

As you may know, or not, i faced a big problem since the beginning of the project - NO BUDGET! - yeah, it sucks real bad. As the project progressed, my patience was running down 2x faster. Having to find people willing to help me, learning to do animation, drawing certain styles, new programming languages, etc. All this to finish this game.

One year later and i am still in the same position, apart from the patience part. I've learned to face the consequences of not having a flexible budget and to move on with it.
Instead of finding people to do this and that, i've decided to do everything myself, or try at least.

Drawing the assets was problem nº1 - Overpast - With a tablet i am now able to draw everything like i want and fast enough to be on schedule.

Animate my logo was problem nº2 - Overpast - Cinema4D isn't that hard, for the level of difficulty this animation requires.

And the list goes on and on. The only thing i am really not capable of doing is 2D animation. So, after 2 months of sending emails and looking on deviantArt for artists, one has poped up and was willing to help me with this. So, first update :

Debut Trailer (Teaser) to be release next month. Woot Woot!

This first part of the post was me complainning and well, no one want to read that (sorry if you've done it xD).
With this great news (for me it is ok!), i have more to share...

Second update :

The assets for the first stage are complete!

It took me about 1 month but i am really happy with the sheets. All hand-drawn, cartoon style, fun, all i never thought i was able to do to be honest.
I've started the second stage already, stuck, but i'm not going to stop!

Third update. The editor has a couple of new features ( 5 more to be added). One of the features is the ability to delete a selected asset without having to do the entire map from scratch. When i finished the editor, this handy little feature was not implemented. Since i didn't have any assets to work with, or just a couple, the time i spent on the editor was so low that i never did a mistake.........(you can imagine what happened when i tried to make a big map with duzens of assets...not funny!) So:

Editor with new features.

Forth update. This is all about the in-game camera. I have been using a code snippet that i found on some blog (can't remember what was it) and it was very simple, super unflexible, laggy when i tried to do some camera movements, overall a bad code snippet (no offense to who created it).
Why i wanted to change the camera code? Well, i can say almost for sure that everyone has already played Angry Birds, and if so, the initial camera movement where it goes from the stack of things you have to take down, all the way to the slingshot....that's the kind of thing i want the game to have, pre-set camera movements.
With this in mind, i tackled the code, tried to make a new camera and, ta-da, no success. After a long talk with David Amador (awesome person btw), he helped me out and the new camera was created. It was still unflexible but i fixed that by creating a function that handles several variables to make it flexible and to be like the Angry Birds camera. Bla bla bla:

New camera with movement pre-sets.

Uff, this is by far the longest post i've ever created. Last but not least, fifth update. (.....brainfreeze, totally forgot what i had to say....)yes, shaders!
One of the biggest nightmares for programmers (in my opinion). Something that every 3D game needs nowadays and 2D too, with less difficulty though. This update is actually a really fresh one, has a couple of hours. Yesterday i was thinking on more power-ups to add to the game and it came to my mind a really fun one (not going to tell btw). I've decided to write it down and today i today , after a quick revision, i started to program the new power-up. At the end, i reached the decision that a shader was necessary to make it better. Since this post is getting really, really, really long and i can't find an explanation to what i have done without spoilling the power-up, here it goes:

Shaders, check.


And that is it people. Till next time,
Tiago from KopanoGS

Tuesday, 13 December 2011

New artwork - Mountain Stage

Hey world,

I was able to keep Nobu busy enough time to write this post :P


So, besides dealing with his hunger-strike, i am doing some other interesting stuff.
Since the beginning of this project that i have one huge glitch, having no artist to make 2d assets! With this, i've decided that enough is enough and i that i had to either find an artist or become one. (i think you all know wich one i had to choose:( ).

I'm not bad at drawing, but i hate coloring and i didn't have alot of knowledge about shading so i had to find alot of concentrarion and will to become an artist.
First step was, of course, installing PhotoShop. Never worked with this program so, the second step was to get to know all the little tricks and shortcuts and how each tool works. After that, was all about sketching, scan the sketches and make a digital version of the hand-drawn version.

First week was slow, soooo slow. It took the entire week to make a single asset, and a bad one.
(...)
A month later, after lots of practice, here is a sample of what the 1º Stage will look like (background is just a mockup, not for this stage).


Super simple but i have to say, i like it alot! :D
What do you guys think?
 

That's it for today. I'm going to continue doing more assets for this Stage and for the others also.
Wish me luck!

Cya,
Tiago from KopanoGS

Sunday, 4 December 2011

Pre-Order Now!

Hey guys,

I have initiated another way for you all to donate and help the development of "Nobu: Fat Revenge".
It's called "RocketHub". A site that helps a motivated person like me to gather money to launch successfully his project.
You can also consider this a pre-order stage where you pay what you want for the game and receive extras aswell!

You can check this link to learn more and share with all your friends for support. 

http://rockethub.com/projects/4501-nobu-fat-revenge

Thank you all again!

Monday, 28 November 2011

Help Nobu :)

Hello World!

KopanoGS has created a monster! Nobu is stealing my chocolates, he is HUNGRY!

Help KopanoGS in the development of "Nobu: Fat Revenge" by donating candies via Paypal!


I have to run for my life now, cya soon.

Thursday, 15 September 2011

Where is Nobu?

Hi world,

It's been awhile since i updated this blog. Lots of things are going in my personal life and i don't have much time to update the blog as often as i would like to.

Not only my personal life is stopping me from updating this blog, but also Nobu is taking some precious time of my life :P
He is not idle, i have been doing alot to improve the game and to make it the way i really wanted.

First, i have made a new map editor. I felt that the old one was super super basic, very difficult to make a decent map, etc (It took me almost a day to make only one map with the old map editor).
This new map editor has changed another important thing in-game. Now i am not working with tile-based maps and collision but with free form/full objects maps and point-per-poing collision detection.
For example, instead of having 4 tiles to make a trashcan, i have a single tile, sort of speak, wich is placed in the map and then i place points all around the image for the collision, allowing me to have all types of objects and not only square ones.

Second, a new scripting system. With this new feature, i can program events such as, transitions, music in some animation frames, better enemy spawn system, etc etc. I can do whatever i want with it. It doesn't feel that great, but believe me, it's going to save me alot of coding (hard-code).

Third, new animation code. In the past, i would have to had all the frames in one animation with fixed width/height, found the biggest width/height within all frames in all the animations and make every frame with those two values. You can image what a freaking pain in the *** that was just to make a spritesheet for one character.

Steps:
- Trim every frame to find the biggest frame.
- Make every frame with that size (leaving blank spaces offcourse to make the canvas bigger/smaller).
- Place the image of that frame so in the next frame is doesn't move like it was suppose to in that animation.
- Make the spritesheet.
- Resize the spritesheet to 2048x2048 (max size allowed in xna when working with Reach-Profile).

Now, it so much more simple,

Steps:
- Trim every frame (eliminate blank spaces in the canvas).
- Place, if necessary, the image within that frame in the correct position (that way i don't need to add an offset in-game)
- Make the spritesheet.

 I don't need to resize the spritesheet in most of the characters because of the space saved with custom frame sizes, plus,  i can make bigger characters :)


So, as you all can see, i haven't quit or gave up on this project.
Hopefully i am going to be able to update this blog more often.

Till next update ;)