AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title

Posted By: Ichiro

AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 17:59

Mostly just a quick video:


Higher-res Vimeo video: http://www.vimeo.com/3396893
Website: www.dejobaan.com/aaaaa

Description: You dive off a skyscraper, relying on quick reflexes to negotiate the intricate tangle of girders that make up the City. You perform aerial stunts at terminal velocity before parachuting into the arms of your cheering fans. While other skydivers have it easy, you have to earn the adoration of the crowds by gliding within an eyelash of that glass super skyscraper at 70 miles per hour.


Attached picture aaaaa_genetica_montage.jpg
Posted By: Quad

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 18:22

radial blur needed. looks nice so far!
Posted By: PadMalcom

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 18:25

That looks great, might be because it reminds me to Mirrors Edge smile
Posted By: GamerX

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 19:31

Yea i like it keep up the good work!
Posted By: Anonymous

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 21:05

It's well designed and once again an interesting concept.
But currently I can't see the potential to keep (me) playing such a game for more than the demo.
What is the lang term challenge with this game?
Posted By: FBL

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 21:15

kick ass style!
Posted By: Quad

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 22:01

Originally Posted By: mercuryus
It's well designed and once again an interesting concept.
But currently I can't see the potential to keep (me) playing such a game for more than the demo.
What is the lang term challenge with this game?

it d keep me playing if there is a online highscore thing and some extremely near impossible pickups.(you know if you get it, you may get the highest score.(ofc if you do other patrs good too.))

and a ragdoll when you miss the hole and crawsh in to the blocks would look nice.
Posted By: Blade280891

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 22:04

I find that highscore boards can only entertain for a few goes, what would be nice is new levels or characters released regulary, and maybe some hidden levels to unlock.
Posted By: Quad

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 22:07

if it gets to steam, it will indeed keep being played with new levels&content. but nearly none of the indie games does that new content thing. (i am not counting paid expansions.)
Posted By: Error014

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 22:53

I just love the concept! It's an amazingly simple, yet intuitive thing - in games, everyone loves to try out limits, and jumping from high places as well as getting really fast is just the right thing! smile

So here's what I'd change - lots of things you may conveniently ignore ... or not smile

The sense of speed combined with the ground coming towards you in high velocity is, I believe, what makes this game. So I'd do everything to improve this feeling. A "woosh"-sound that might get louder the faster you are is a good start - and I think it's already implemented? laugh - but try other things too. Apart from blur, try shaking the camera as a function of speed: The faster you are, the more it shakes (see: Every racing movie in the history of time). Maybe you could also experiment with changing camera.arc. In order to highlight certain events - i.e. if someone races through one of those bonuses - freeze time for just a bit (<0.1s, a simple "freeze_mode=1" (C-Script?:D) might be enough for testing), and always increase the frequency of the sounds that play when you do that. Combine that with a combo-system: If I manage to get all those bonuses that you've aligned in a row, then multiply those with the amount of tiles I've hit in that row. Then use something like "snd_tune(snd,100+20*(place_in_combo),0)" (C-pseudoscript).
NEVER be afraid of using large happy text with colors. I once read from a tester at nintendo that they encourage gamedesigners to always provide visual feedback: Place confetti all over the screen, make a huge text appear in a nice animation, or something along those lines. Make it something that I want to see as often as possible. The supersmall text you use currently just doesn't have any impact behind it.

Don't forget audio feedback. Since this is so over the top, consider an announcer and audience. You know how in Super Smash Bros. everyone is all excited once the audience is calling their naem? Use this to your advantage and place lots of this audiofeedback. An audience going "ooooh" if you JUST miss a bonus or wild thunderous applause if you DO make it against the odds are amazingly satisfying! It's basically the only thing that worked in Audience Artist (and there are far too few of these events!). And maybe one could increase the pitch of the music (just a bit! Not too much) according to the speed the player goes.

Use large numbers: Never award points in increments less than 50. Consider this great quote from Jason Kapalka (PopCap co-founder and Chief Creative Officer - PopCap are the guys creating virtual crack which they call "Peggle" and "Bejeweled")

Quote:

JK - There are some tricks and shortcuts we’ve learned… like, always have sound cues of rising pitch associated with combos, and never award points in increments of less than 10. These are often non-intuitive little things that just work with gamer psychology for some reason. But beyond a few things like that, it becomes a black art rather than a science. Everyone has theories about what makes a game fun, or can revisit a successful game in retrospect and analyze it, but if it were really that simple to understand the elements of what makes a great game, everyone would be cranking them out like popcorn, and that just isn’t the case. It comes down to a lot of trial and error, abandoned prototypes, and trying different things until you find something that’s fun.


LINK

What I *don't* like about the game is the landing sequence. It seems to take the speed out of the game, just when it starts to get funny. Maybe there could always be a "safe" landingzone in which I could land with any speed, but its a lot harder to hit. Like in "Monkey Target", you might want to consider placing a giant "dartboard" on the ground: These are the multipliers for the score that the player has accumulated.

The HUD is, probably, still in progress, but I don't really think it's fitting. Plus, do you even use it? My eyes are probably always glued to the action on the screen, and checking the speed is just a nice little extra I don't care for. You could make it "more exciting" by not giving me the speed, but the threat: A text like "1230 metres remaining" in bright red could be a more exciting "timelimit", but might be difficult to implement with different slopes. Please also don't forget - if you stick with speed - to implement a way to switch between mph and km/h.
The diving stance is... just there? It doesn't really fit with the HUD in any way, but I guess it's just temporary.

So... I like it, I really do. I think, however, you could get a bit more out of it, without too much work. But then, what do I know, right? smile
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/27/09 22:58

Yeah, I like pretty much everything E14 has to say, and I'm showing that to my guys so they can internalize it. Devour it. Turn it into gameplay. Thank you. smile smile
Posted By: Damocles_

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/28/09 02:36

Ideas for the gameplay:

You should include some moving objects /combomoves, so the player will
not always persue the same path when falling

And also the option, to shortly reduce (or increase) the falling-speed
(like a time-limited paracute or rockets), so the player
must time the slowdowns efficiently, given a limited
supply of rocketfuel.
Posted By: mpdeveloper_B

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/28/09 04:36

Glad to see you finally posted this here, Kotaku already got it and it was on your website. All in all it looks really good, of course there has yet to be a bad dejobaan game, or at least an uninventive one. Kudos on all your original ideas and games. smile wink
Posted By: Guardian

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/28/09 09:14

Hi Ichiro, I had a similar idea for a game sometime back. But it involved a Special Forces paratrooper hunting a human target from several thousand feet. But what I thought would be cool about it was the falling in near darkness or falling through clouds to impede your visual cues. Especially as a latter stage once your use to your normal vision or way of viewing your game-world. Then as you approach the ground frantically hunting for your target. Only talent stopped me from developing the idea. smile

Just a few other things I think might help. More visual clues of speed like wisps of clouds rushing up as you pass through them. Birds and other moving obstacles like falling surfboards other objects parachutists might drop use especially cutting across your falling path. Maybe even things you could ride on for a short time.

Just some stuff I hoped would be helpful.

Guardian
Posted By: Nardulus

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/28/09 21:10

Two things....

1) I would like to be able to bounce off buildings on the way down. Maybe even bounce up to try and hit a missed target or path....

2) Add a few letters to the name....

SPL AaaaaAAaaaAAAaaAAAAaAAA T!!!!

Great fun game idea..... Trippy graphic efx....

There was a Parachute Jump game early on in the N64's life...


Ken
Posted By: Error014

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 02/28/09 23:46

Quote:
Yeah, I like pretty much everything E14 has to say, and I'm showing that to my guys so they can internalize it. Devour it. Turn it into gameplay. Thank you.

smile Thanks, it's always a pleasure to help Dejobaan :P

Quote:
What is the lang term challenge with this game?


Apart from giving ranks, it's always kind of difficult to give long term-challenges for arcade-style games like this one. Maybe a system similar to the newest Smash Bros. could work, without being too hard to implement? Think of lots of goals to accomplish: They don't need to make sense ("get a score that only uses a single number (7777777)", "flip off five people in one run", "open the parachute after five seconds of free flight", "Get all red colored bonuses", "hit the terrain five times or more without dying"... whatever), but make sure to include some that will be done sooner or later ("manage more than 100 points"). Each of these goals gets its own square in a large grid, and whenever one of those goals is accomplished, the player may see the criteria for the goals around it, so for these, he knows what to do. This way, he should be able to reach "special" goals (that you should color in a different way), and these are "important" goals that unlock new stuff. Plus, it's always kind of neat in SmashBros. to get a bonus for something totally unexpectedly smile

This doesn't sound TOO complicated to implement, and while sounding difficult, should actually be pretty easy to understand once you see it. I'm pretty sure "Kirby Air Ride" had a similar concept. Maybe it's worth a try?
Of course, challenge-modes and similar stuff might also work :P

Oh, and music-wise... it might be cool to not only change the pitch, but put it up in layers: You start with no music at all, then when you don't have that much speed you hear drums, later on basses gets added, and when you're close to dying, then the electric guitar highlights exactly that?
Or... not :P
Posted By: Inestical

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/01/09 16:00

Error014 has indeed very nice additions to this.

I was also thinking that giving experience points based on jump times, deaths and so on and online hiscore and top players list.

What about making online play? Mass of idiots running down trying to catch the biggest score.
Posted By: Cowabanga

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/02/09 11:13

Great game! Good work Ichiro! smile
Posted By: PHeMoX

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/03/09 21:35

Originally Posted By: Nardulus
1) I would like to be able to bounce off buildings on the way down. Maybe even bounce up to try and hit a missed target or path....


Yeah, Crashtest Dummies on the Gameboy used to have this bouncing up from balconies and so on, looked and worked great.
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/05/09 05:58

http://www.synthscribe.com/media/shot505.jpg

This is still an eeeeeeeearly alpha, but from our blog:
Quote:
Ever wanted to bug the hell out of an Olympic athlete? In the fiction of the gameworld, Chitter allows fans to post little 256-character comments about a given event. It's hugely popular, and the event's coordinators project these Chitter comments (called "cheeps") up to where the jumpers can see 'em. (Yes, it's a parody of Twitter -- follow us at usernames Dejobaan and RoRoDejobaan.)

The words in the above photo will eventually be comments from the (computer-generated) peanut gallery. They either love you or hate you -- and they'll let you know.

Posted By: PrenceOfDarkness

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/05/09 08:28

Looks nice. I wish I had more to say. I would take nearly every suggestion everyone has posted here for you. After every single one I was thinking "Yeah, that would be nice".

Good job and keep it going!
Posted By: Nardulus

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/05/09 14:17


Are you sure about this "Shitter" and "Creeps" concept.

Nothing like being mocked while playing a game, I guess...

Cool concept, way to much room for abuse...

Ken
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/05/09 17:17

The Cheeps are all canned comments we've written with the game, so the only abuse the players will receive will be from the game's designers. wink
Posted By: Nardulus

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/05/09 17:28

Gotcha,

I thought all that good work making it multiplayer only to encourage mockery, would be sort of depressing....

Pardon the lack of caffine this morning....

Carry on. smile

Ken
Posted By: HeelX

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/28/09 02:50

"Ahhhhhhhhh!!" has been feature on a theme-cover page of a german game culture magazine "Gee - love for games":

click here to view the scan: "http://www.christian-behrenberg.de/img/AhhhPage.jpg"

TEXT

Klarer Fall

„AaaaaAAaaaAAAaaAAAAaAAAAA!!!" lautet der volle Name eines Spiels, mit dessen Entwicklung das Independent-Studio Dejobaan derzeit beschäftigt ist. Mit so vielen gleichlautenden Vokalen im Titel haben die Jungs aus Massachusetts mit Sicherheit einen Weltrekord aufgestellt. Und um Rekorde geht es auch in ihrem Spiel: Aus schwindelerregender Höhe stürzen wir uns in die Tiefe und versuchen Punkte zu machen, indem wir möglichst nah und geschwind an Felsklippen und Wolkenkratzern vorbeizischen, ohne mit ihnen zu kollidieren. „Aaaaa..." erscheint im Herbst. Videos vom Prototypen gibt es jedoch schon jetzt auf www.dejobaan.com

translation:

Free fall

„AaaaaAAaaaAAAaaAAAAaAAAAA!!!" is the full name of a game, with whose development the independent studio Dejobaan is busy at the present. With so many identical vowels in the title the boys from Massachusetts are for sure heading to achieve a world record - and the game is all about records, too: From swindle-exciting heights the player falls into the depth and tries to make points by nearly colliding with lightning fast passing cliffs and skyscrapers. „Aaaaa..." appears in fall 2009. Videos of the current prototypes are already available to the public on www.dejobaan.com
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/28/09 18:26

Aha! The guys from Gee Magazine contacted us for those shots, but none of us spoke German, so we had no idea what they were saying -- until now! Thanks a million, Christian!
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/30/09 23:33



Hot off the presses, here's a video #1 of our Alpha Test. There's a higher-resolution version here:

http://www.gametrailers.com/player/usermovies/312586.html

If you happen to like the video feel free to rate it or give it a thumbs-up. smile Also info on our blog at www.dejobaan.com/blog

Thanks for checking it out!
Posted By: Inestical

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/30/09 23:53

Wow. The game menu is very innovative!

The gameplay seems easy and addicting. Still imagining the scene when there's 16 of idiots alike jumping down.

Good job Dejobaan!
Posted By: Helghast

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/31/09 12:27

http://www.indiegames.com/blog/2009/03/preview_aaaaaaaaaaaaaaaaaaaaaa.html AWESOME!

getting great results man, good job!
If possible, where can I beta-test :P I've beta tested inago rage back in the days too, hehehee.

Love your studio!

keep them coming.
Posted By: Quad

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 03/31/09 14:33

looks great. any possibility we can see our guy before jumping and after landing(like waving hands like a hero?)
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/10/09 19:23



Higher res: http://www.vimeo.com/4094554

1. Hel: Testing coming soon.
2. Quad: I hope we can get a 3D artist to allow you to see your dude! smile
Posted By: DiegoFloor

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/10/09 22:04

This looks really fun!! =D
Is it done? Can I play? :P
Posted By: DC9

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/11/09 03:00

Very nice Ichiro. The narration works well too, adding a bit more excitement to the challenge.
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/22/09 16:46

We just sent out a press release to various publications, blogs, websites, and other sundry things, announcing that Aaaaa! has made it into Alpha:

Quote:
April 22nd, 2009 - Watertown MA - Dejobaan Games, LLC brings
"AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity" to alpha
with a new aesthetic and more rude gestures.

The EXXPN Sports reporter points a mic at you, but you can't talk, because
you left your lips on a building 50 stories up. In Dejobaan Games' upcoming
title, "AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity,"
you dive off a skyscraper, kiss passing buildings for points, and flip off
your cheering fans on the way down. The studio is now announcing that the
game has reached alpha, with a vibrant new aesthetic, screenshots, and
videos at www.dejobaan.com/aaaaa.

Boston's buildings now float a mile above ground-level. With each jump, you
attempt increasingly-more complicated stunts in an attempt to one-up your
competition. Threading the needle isn't enough? Toss in a backflip to wow
the crowd. Get your name in the papers by mooning a home for the elderly as
you fall. Skirt the sport's rules by mainlining espresso for a focused (if
ittery) jump -- you might land yourself a coffee sponsorship in the process.
Do what it takes to get your name heard -- the best jumpers are known for
having the cojones to leap off bridges with style.

AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity is
currently in closed alpha, with a publicly-playable test scheduled within
the month. Dejobaan plans a Q3 2009 release of the game, which will require
Windows XP/Vista; a 1.5GHz processor; 1GB system memory; a 3D card with
128MB video memory; and Microsoft DirectX 9.0c.

Dejobaan Games, LLC is an indie game developer. Since their founding in
1999, they have published twelve titles, garnering enthusiastic reviews in
print, on the Web, and on television. Visit them online at www.dejobaan.com.


The updated site, with pics, might be more compelling:
www.dejobaan.com/aaaaa
Posted By: mpdeveloper_B

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/23/09 01:18

Yes I noticed this on GamersHell, as a matter of fact, yours is posted right after the new kino one trailer. laugh

I just have one question: How did you get an article about "AaaaaA..." on Kotaku?
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/23/09 03:59

It was our first press release that did it:

http://www.dejobaan.com/aaaaa/media/AaaaaAAaaaAAAaaAAAAaAAAAA_January_Press_Release.txt

We got a ton of press off of that one. smile
Posted By: Cowabanga

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/23/09 07:13

Wow! It's getting better! smile
Posted By: VeT

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/23/09 18:15

interesting gameplay.... but where's mad speed and fountains of blood, when you drop down? laugh
Posted By: mpdeveloper_B

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/23/09 18:53

Originally Posted By: Ichiro
It was our first press release that did it:

http://www.dejobaan.com/aaaaa/media/AaaaaAAaaaAAAaaAAAAaAAAAA_January_Press_Release.txt

We got a ton of press off of that one. smile


so you didn't actually submit it to Kotaku?
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/23/09 20:53

so you didn't actually submit it to Kotaku?

Yup; they have editorial e-mails on the front page (www.kotaku.com), so we sent there.
Posted By: ryangregory

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Title - 04/23/09 22:29

looking really good, I like how all your games are original and not the usual types of games you find out there.
I think it may look better if you actually see the player character, at least in some parts. Maybe you could alternate between the two views in some way, like when you reach a certain speed or something like that.
anyway, good job!
Posted By: PHeMoX

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 06/01/09 12:02

Awesome. I keep running into a 8800.001 experience 'bug' though. Apart from that, it's a great game with no apparent flaws, well done!

Quote:
Invalid pointer of handle in - Error E1514


Apparently the demo won't run on my tablet PC laptop. Inago Rage runs just fine though. Any idea what might cause this? Screen resolution?

Judging by the video of the new stuff, the alpha version was only the beginning.

Quote:
looking really good, I like how all your games are original and not the usual types of games you find out there.
I think it may look better if you actually see the player character, at least in some parts. Maybe you could alternate between the two views in some way, like when you reach a certain speed or something like that.


It would ruin the abstract character of the game though.
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 06/01/09 16:33

> Any idea what might cause this?

We figured that one out finally -- Vista's UAC causing problems. It's possible to get around this by installing to a different folder, but we've also fixed the issue in a subsequent version.

I still think Vista dislikes us. smile
Posted By: PHeMoX

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 06/01/09 16:56

Installing to a different folder?? Hmm, okey, thanks, will do that! And yup, I am running Vista here. She can be a real bi..uhh woman at times. :P

Cheers
Posted By: PHeMoX

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 06/07/09 21:26

Obviously that did the trick, the game runs fine when installing in a different folder. Thanks. smile

Ichiro do you have some sort of artistic idea what the 3D character or characters should look like? Like abstract or rather more realistic? I've done some thinking, but adding a character might sort of inevitably clash with the game's art style.

Currently I've got heaps of stuff to do, but I might be interested in making a 3D model. I'd do it for free.

It might also be cool to let a concept artist do some portrait-style images to go with the uhm 'trash-talk-pro-speak' you sometimes get to read after a dive too. smile
Posted By: Quad

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 06/08/09 15:03

Hey you were on this month's DVD of the best selling gaming-mag of Turkey:

http://img196.imageshack.us/img196/2954/adsziga.jpg

Keep up the good work, everyone lieks you laugh

-we cant post images on showcase forum >.<
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 06/09/09 03:49

Currently I've got heaps of stuff to do, but I might be interested in making a 3D model. I'd do it for free.

Sold! When can we start? smile

Hey you were on this month's DVD of the best selling gaming-mag of Turkey:

That is awesome -- thanks for posting the image! I'm going to share it with the other devs now.
Posted By: PHeMoX

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 06/09/09 21:08

Originally Posted By: Ichiro
Currently I've got heaps of stuff to do, but I might be interested in making a 3D model. I'd do it for free.

Sold! When can we start? smile


Hmmm, probably within about a week or so I can start fleshing out ideas and such. I'm still waiting on my motherboard to come back from a repair, so my main PC is more or less out of order still (yeah, I know, unlucky me), but I've got a laptop also on which I can start for sure.

I'd need some directions on what kind of style you want to go for though.

Abstract but humanoid?
Realistic or cartoonish? (mostly talking about shapes here, perhaps a character with a huge head would look funny... but it's just an idea. It should still fit with your game obviously.)
Skinned with texture or a more abstract texture style (ie. single color)?
Detailed or?
Hmm when I think of it, going for a pretty low-poly character would probably be a good idea, right?
I'd need some indication of the dimensions as well I think, unless you don't want me to animate the character (with bones). I'm thinking this ultimately won't be much of a problem.
Will there be some concept art to look at? (not 100% necessary, but would help a bit)

It's easier to contact me through Facebook by the way, I've recently made a comment, so you'll probably know how to find me. wink Cheers!
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 06/11/09 20:13

Cool! Do I have your e-mail address? I'm at ilambe@. I'd love to see what you can come up with.
Posted By: PHeMoX

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 06/12/09 12:32

Originally Posted By: Ichiro
Cool! Do I have your e-mail address? I'm at ilambe@. I'd love to see what you can come up with.


Hey, nope, you probably don't have my e-mail address yet, but I've contacted you through Facebook with my email addresses in there. (Obviously you don't need to add me to your Facebook if you don't want to, but I thought it might be useful.)
Posted By: Quad

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 08/27/09 23:45

http://img269.imageshack.us/img269/2783/adszhew.jpg

Great Job on marketing the game! I am pre-purchasing right away.
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 08/28/09 04:49

> Great Job on marketing the game! I am pre-purchasing right away.

Awesome! Thanks for the support. laugh It's 12:44am, and I'm about to collapse into a heap. RC1 is heading towards Valve, Direct2Drive, Stardock/Impulse, GamersGate, and WildTangent as we speeeeeak!.

It's never that easy, though -- we have a week to make sure it doesn't destroy people's computers. Oy!
Posted By: PHeMoX

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 08/28/09 20:43

Originally Posted By: Ichiro
> Great Job on marketing the game! I am pre-purchasing right away.

Awesome! Thanks for the support. laugh It's 12:44am, and I'm about to collapse into a heap. RC1 is heading towards Valve, Direct2Drive, Stardock/Impulse, GamersGate, and WildTangent as we speeeeeak!.

It's never that easy, though -- we have a week to make sure it doesn't destroy people's computers. Oy!


Hey Ichiro, not sure how often you check by here, but I'm sorry to say that I still don't have my motherboard back. Meaning work on the character isn't quite progressing at all. It's annoying me like crazy, but there's not much I can do at the moment.

I will finish what I've started, but it might be too late to put it into the game. If all fails, just consider it fan-based art. wink

Anyways, I'll keep you informed. Cheers
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 08/29/09 01:38

No worries! laugh
Posted By: JibbSmart

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 09/10/09 13:30

My family is subscribed to APC magazine (Australian Personal Computer), which isn't huge on games, but I was very chuffed to find that one of the demos on its disk is for AAAAA! grin

Jibb
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 09/10/09 14:32

I love it! I wish we got APC here. I will look for a copy of it next time I'm at the local Micro Center.

Thanks for the heads-up. laugh
Posted By: Superku

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 09/28/09 20:09

After playing the demo yesterday I decided to buy this game today (via steam). That was some hours ago and I'm really impressed, it's a great game! Congratulations!

Btw the first gamestudio game I've bought (since 2001...).
Posted By: Ichiro

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 09/28/09 20:35

Thank you! I am glad you liked the game, and appreciate the support. laugh
Posted By: Shadow969

Re: AaaaaAAaaaAAAaaAAAAaAAAAA!!! - Alpha Video for our 13th Titl - 09/30/09 23:28

Congrats Ichiro, you've done a great job promoting your game!

I even saw a quote about AaaaaAAaaaAAAaaAAAAaAAAAA!!! on russian bash.org yesterday, kinda surprised me laugh
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