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RobitStudios

TAW Backers Only Chat 9/6/14

Sep 6th, 2014
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  1. [14:26] <[Eggy]> hello
  2. [14:28] <[Eggy]> I'll be here and gone throughout the chat because super-reliable cell service
  3. [14:31] *** Bozzeye (~Ivar@213.166.164.96) joined
  4. [14:48] *** fetalstar (~fetalstar@c-24-21-177-154.hsd1.or.comcast.net) joined
  5. [14:48] *** Halader (~Halader@pool-108-15-114-74.bltmmd.fios.verizon.net) joined
  6. [14:54] *** Megafont (~Megafont@lpcy-04-224.dsl.netins.net) joined
  7. [14:55] *** Svimmer (~Svimmer@a88-115-46-239.elisa-laajakaista.fi) joined
  8. [14:55] *** RobitStudios sets channel #robitstudios mode +o fetalstar
  9. [14:55] *** Megafont quit (Read error: Connection reset by peer)
  10. [14:56] <@RobitStudios> Hey everyone!
  11. [14:56] *** Megafont (~Megafont@lpcy-04-224.dsl.netins.net) joined
  12. [14:57] <Svimmer> hello
  13. [14:57] <@fetalstar> mmm yes gimme that @
  14. [14:57] <@fetalstar> hello!
  15. [14:57] <Megafont> hi
  16. [14:57] *** Xindaris (62fbb757@gateway/web/freenode/ip.98.251.183.87) joined
  17. [14:58] <@RobitStudios> welcome Xindaris, Megafont, Svimmer!
  18. [14:58] <Xindaris> Hi
  19. [14:58] <@RobitStudios> Halader, welcome back!
  20. [14:58] <@RobitStudios> how is everyone doing?
  21. [14:59] <Xindaris> I have to go do a thing that other people scheduled right on top of this, so I may be silently lurking for the whole dang time
  22. [14:59] <Svimmer> i was last here like half a year ago after the closed beta test...
  23. [14:59] <Xindaris> is that ok?
  24. [14:59] <Svimmer> doing fine
  25. [14:59] <@RobitStudios> yeah, that's cool - i wont think you're ignoring me, dont worry :)
  26. [14:59] *** beta_red (~beta_red@98.207.19.151) joined
  27. [14:59] *** RobitStudios sets channel #robitstudios mode +o beta_red
  28. [15:00] <@RobitStudios> yay! beta_red is here!
  29. [15:00] <@beta_red> Yay! :D
  30. [15:00] <@beta_red> Hey Friends, how goes it?
  31. [15:00] <@RobitStudios> pretty good - i just took a pre-chat nap
  32. [15:01] <@RobitStudios> so a little sleepy still
  33. [15:01] <@fetalstar> i actually set an alarm to make sure i'd actually be awake this time
  34. [15:01] <@beta_red> Sweet!  I am a big fan of naps these days :)
  35. [15:01] <@beta_red> Haha!
  36. [15:01] <@fetalstar> i did it for you!!!!
  37. [15:01] <@RobitStudios> it's pretty much a guarantee i'll doze off around 2pm
  38. [15:02] <Svimmer> about six hours after you've woken is when it kicks in right?
  39. [15:02] <@RobitStudios> haha yeah, thats right - its like clockwork
  40. [15:02] <@fetalstar> i'm probably going to go back to bed after this backer chat :D
  41. [15:02] <@beta_red> Hmmm, that sounds about right to me.  I never really realized that!
  42. [15:03] <@RobitStudios> so anyone been playing anything good lately>
  43. [15:03] <@RobitStudios> ?
  44. [15:03] <Svimmer> as in some new titles?
  45. [15:03] <Xindaris> I've been replaying the oracle series
  46. [15:03] <Xindaris> super great
  47. [15:03] <@RobitStudios> awesome - on the GBA? or emulated?
  48. [15:03] <Xindaris> best zeldas ever
  49. [15:03] <Xindaris> emulated yeah
  50. [15:04] <Megafont> I've been playing Zelda: A Link Between Worlds again, but on Hero Mode this time.
  51. [15:04] <Xindaris> I liked link between worlds a lot
  52. [15:04] <Megafont> me too
  53. [15:04] <Xindaris> but I still like these old capcom zeldas better
  54. [15:04] <@RobitStudios> nice - i have them both on 3DS but haven't gotten around to replay them yet
  55. [15:04] <Svimmer> i'm running a quake live clan which takes a bit of my gaming time... not really playing playing a lot
  56. [15:04] <@RobitStudios> yes! LBW is the first zelda i've finished in awhile
  57. [15:04] <Xindaris> ok going to thing, will read log hopefully
  58. [15:04] <@fetalstar> i've been playing ff14 still... as usual.........
  59. [15:05] <@RobitStudios> ok, see ya Svimmer
  60. [15:05] <@RobitStudios> err
  61. [15:05] <@RobitStudios> Xindaris i meant
  62. [15:05] <@RobitStudios> haha still sleepy, see!?
  63. [15:05] <@beta_red> Thanks for stopping by xindaris!
  64. [15:05] <@fetalstar> bye Xindaris!
  65. [15:05] <@RobitStudios> beta_red, did you play Link between Worlds yet?
  66. [15:06] <@beta_red> I don't think so…is that the new one on 3ds?
  67. [15:06] <@RobitStudios> Mega, whats the hero mode like? just tougher enemies?
  68. [15:06] <@fetalstar> yeah beta_red, it is. bran has it and it looks really fun
  69. [15:06] <@RobitStudios> yeah. it's the Link to the past sequel
  70. [15:06] <@beta_red> Right on!  It looks great!
  71. [15:06] <@beta_red> I really want to check it out!
  72. [15:06] <Megafont> yea the enemies are harder.  you die a lot more! lol
  73. [15:07] <@beta_red> I've been playing some old GBA games on my DS lite lately (the GBA Castlevania games)
  74. [15:07] <Megafont> theres a couple easter eggs in it too.  like in the dark world version of your house, when on hero mode, Ravios Log is on the table for you to read
  75. [15:07] <Megafont> nothing terribly important but its there
  76. [15:08] <[Eggy]> I have Link Between Worlds but one of my shoulder buttons is broken
  77. [15:08] <Megafont> oh that sucks :(
  78. [15:08] <@fetalstar> i'm thinking about buying the ~*~new~*~ 3dsxl when it comes out. i've been wanting an xl, and also the new one will have a xenoblade port ouo
  79. [15:08] <@RobitStudios> well now you have an excuse to get the "New" 3ds when its out
  80. [15:08] <@beta_red> Oooh cool, I didn't know there was an xl comeing!
  81. [15:09] <@RobitStudios> yeah, i never upgraded to an XL, so i'll probably pick up the new one
  82. [15:09] <Megafont> i upgraded to an xl beginning of this year.  I have one of those Gold Zelda XLs with the triforce design :P
  83. [15:09] <@fetalstar> maybe we'll get a limited edition for the xenoblade port and then i'll buy it in a heartbeat
  84. [15:09] <[Eggy]> It's been around a year and I still haven't gotten around to fixing it
  85. [15:09] <@RobitStudios> beta_red, yeah they are adding another analog stick and making it a little faster too
  86. [15:09] <@fetalstar> beta_red there's already an xl version, but the "new" one is supposedly better
  87. [15:09] <@fetalstar> when's it come out, anyways? isn't it sometime next year?
  88. [15:09] <[Eggy]> the new 3DS name is terrible if you ask me lol
  89. [15:09] <@beta_red> Oh cool!  I'm way behind, haha :D
  90. [15:09] <@fetalstar> lmfao
  91. [15:10] <@RobitStudios> yes, the name sucks for sure
  92. [15:10] <@fetalstar> should have been like 3DS TURBO EXTREME
  93. [15:10] <@fetalstar> although this isn't capcom so
  94. [15:10] <@RobitStudios> 3DS U is my vote - and make it act as another touch screen for the Wii U
  95. [15:10] <@RobitStudios> but no asked me
  96. [15:11] <@RobitStudios> i told Reggie i'm available for these things
  97. [15:11] <Megafont> that would be cool.  and speaking of WiiU, I wish it was Sept. 26th! lol
  98. [15:11] <@fetalstar> lmao
  99. [15:11] <@fetalstar> is the 26th when smash comes out?
  100. [15:11] <[Eggy]> I like how the buttons will be colored
  101. [15:11] *** Bozzeye quit (Ping timeout: 252 seconds)
  102. [15:11] <@fetalstar> i should really pay attention to things that i want to get
  103. [15:11] <@RobitStudios> hyrule warriors?
  104. [15:11] <Megafont> Hyrule WArriors comes out.  Smash 3DS comes out early October though :D
  105. [15:11] <@fetalstar> oh!
  106. [15:11] <@fetalstar> okay good, i can hold on to my money for a little longer
  107. [15:12] <@RobitStudios> yeah, i haven't played a dysnatisy warriors game since the first one
  108. [15:12] <@RobitStudios> but i might have to check this one out
  109. [15:12] <@fetalstar> i played the one that came out with the 3ds release
  110. [15:12] <@fetalstar> it was alright
  111. [15:12] <Megafont> ive never played one actually but Hyrule Warriors looks awesome
  112. [15:12] <@fetalstar> might go halfsies with bran on hyrule warriors if he wants to get it
  113. [15:12] <@RobitStudios> fetal, is bran still playing MK8?
  114. [15:13] <@fetalstar> not a whole lot. we've started playing the new mario bros recently though
  115. [15:13] <@fetalstar> idk which one it is
  116. [15:13] <@fetalstar> it's the one with the cats
  117. [15:13] <Megafont> i unlocked everything but the gold glider in MK8.  looking forward to the first dlc in november.  Link as playable character and triforce cup!
  118. [15:13] <Svimmer> is this going to be generic gaming chat for now?
  119. [15:13] <Megafont> Mario 3D World?
  120. [15:13] <@fetalstar> that might be it
  121. [15:14] <@RobitStudios> Svimmer, no we'll get on topic in minute
  122. [15:14] *** [1]Ivar (~Ivar@213.166.164.96) joined
  123. [15:14] <[Eggy]> it's hard to keep up with all of the names lol
  124. [15:14] <@RobitStudios> hello Ivar!
  125. [15:14] <@fetalstar> new mario 3d world kitten extravaganza
  126. [15:14] <[1]Ivar> hey
  127. [15:15] <@RobitStudios> So, yeah, let's talk about TAW now
  128. [15:15] <@RobitStudios> first of all, sorry we have been away for the summer
  129. [15:15] <@RobitStudios> i went on a couple trips that just happened to coincide with our chats
  130. [15:16] <@RobitStudios> but ive still been getting a bunch of work done, especially the last couple of weeks
  131. [15:16] <Svimmer> I want concrete evidence! Now!
  132. [15:16] <Svimmer> :)
  133. [15:16] <@RobitStudios> One thing we put together was the road map - http://treasureadventureworld.com/roadmap/
  134. [15:16] <@RobitStudios> so if you haven't seen it, check it out
  135. [15:17] <[Eggy]> i don't think i've left since the previous chat
  136. [15:17] <@RobitStudios> i was having trouble wrapping my head around work we had left to do, so i thought i'd put this together
  137. [15:17] <@RobitStudios> Eggy, you're a champion!
  138. [15:17] <@fetalstar> you've been idling in here for months? :O
  139. [15:17] <[Eggy]> i just always leave my computer on
  140. [15:17] <[Eggy]> and yes
  141. [15:18] <Svimmer> yeah it's a nice road map alright. it's got colors.
  142. [15:18] <[Eggy]> I only leave when my computer decides to die
  143. [15:19] <@RobitStudios> So, as for actual game stuff that I've been working on - the biggest thing is probably the combat system
  144. [15:19] <@RobitStudios> after TooManyGames, seeing people play, and getting feedback we decided we wanted to beef up combat a little bit
  145. [15:20] <@RobitStudios> so we made you so you can attack a lot faster now, but your basic attack is weak
  146. [15:20] <@RobitStudios> and you can now charge up your hook for a more powerful attack
  147. [15:21] <@RobitStudios> it adds a lot more variety to the fighting i think
  148. [15:21] <Halader> yeah, it'll be interesting to see how that changes the feel of combat
  149. [15:21] <@beta_red> Yeah, I've been digging it :)
  150. [15:21] <@RobitStudios> we're also giving tougher enemies an armor rating
  151. [15:21] <@RobitStudios> so you have to charge up to be able to hurt them at all
  152. [15:21] <@RobitStudios> which adds some strategy
  153. [15:21] <[Eggy]> sounds nice
  154. [15:22] <Svimmer> wasn't that always so though?
  155. [15:22] <Svimmer> or was it just they had weak spots?
  156. [15:22] <@fetalstar> i think before, for certain enemies, you had to use the throw hook
  157. [15:22] <@fetalstar> like on the crabs?
  158. [15:22] <@RobitStudios> thats right
  159. [15:22] <@RobitStudios> in the original the regular attack was always the weaker one
  160. [15:23] <@RobitStudios> an the throw hook was stronger
  161. [15:23] <@RobitStudios> now they have the same power, but you can charge up both of them
  162. [15:23] <@RobitStudios> so if you charge and then throw your hook it'll retain that power
  163. [15:24] <@RobitStudios> as a part of this overhaul we also decided to have actual visible player stats
  164. [15:25] <@RobitStudios> so you can see what your current Attack and Defense stats are
  165. [15:25] <Halader> are there any other stats besides atk/def? And how do you change them?
  166. [15:25] <@RobitStudios> and some of the hats/hook upgrades will change your stats, as well as having some temporary powerup items
  167. [15:25] *** [1]Kiitos (~Kiitos@cpe-174-105-245-52.insight.res.rr.com) joined
  168. [15:26] <@RobitStudios> And the big thing I've been working on for the past week or so, is finally coding the boss that you see at the end of the pre-order trailer
  169. [15:27] <@RobitStudios> just today I'm wrapping things up, making the big death scene
  170. [15:27] <Svimmer> so the trailer was a lie? is that what you're saying?
  171. [15:27] <@RobitStudios> there are many slime bubble particles involved
  172. [15:28] <@RobitStudios> haha well the part that I showed in the trailer was finished - he just didn't do anything else at that point
  173. [15:28] <@RobitStudios> haha
  174. [15:28] <[1]Kiitos> Sorry I'm late, are we on a topic right now or just ama?
  175. [15:28] <@RobitStudios> Hey Kiitos!
  176. [15:28] <[1]Kiitos> Hello!
  177. [15:28] <@RobitStudios> no i'm just talking about what i've been working on with TAW for the past month
  178. [15:28] <@beta_red> Hey Kiitos!  Welcome to the chat!
  179. [15:29] <Halader> On twitter you mentioned showing a new boss. Is this a totally new boss, that wasn't in TAG, or an updated boss?
  180. [15:29] <@RobitStudios> Halader, well I'm actually referring to the boss that we showed in the trailer
  181. [15:29] <@RobitStudios> he's not new new, but rather different new
  182. [15:30] <@RobitStudios> his attacks are different and how you defeat him is new as well
  183. [15:30] <Halader> ok
  184. [15:30] <@RobitStudios> so maybe calling him "new" is misleading :) feels new to me
  185. [15:30] <@fetalstar> he's kinda new! new design and stuff, just same setting
  186. [15:31] <@fetalstar> new-ish
  187. [15:31] <Halader> I'm rewatching the trailer now, and I see it has over 83K views! That's really good!
  188. [15:31] <@RobitStudios> i love how he's turning out - i had some people play it the other day at an open-game design studio thing
  189. [15:31] <@RobitStudios> they seemed to like it alot
  190. [15:32] <@fetalstar> oh man, is he mostly done? i haven't had a chance to play the new build yet
  191. [15:32] <@beta_red> Yeah, he's really looking awesome! :)
  192. [15:32] <@RobitStudios> they had a lot of good advice too, and i've been making some tweaks
  193. [15:32] <Svimmer> you don't know if it's good advice until you've passed it by me though
  194. [15:32] <Svimmer> Kappa
  195. [15:33] <@RobitStudios> haha, well that is an issue - sometimes people advice is no good, so i try to only take it if it makes sense to me
  196. [15:33] <@RobitStudios> its a fine line
  197. [15:34] <@RobitStudios> i like to think i have a good eye for these things though, i may not consider all paths at first, but if someone gives me an idea i dig I'll go for it
  198. [15:34] <@RobitStudios> thats how the charging mechanic came about
  199. [15:34] <@RobitStudios> and i couldn't be happier with that change
  200. [15:34] <Svimmer> testers will say the darndest things because they're not truly invested in anything, random testers esp. and they'll not consider all the facets very deeply
  201. [15:34] <Svimmer> but they're individuals after all
  202. [15:35] <@RobitStudios> Svimmer, that is so true - sometimes the advice they are giving would take weeks of work for something insignificant
  203. [15:35] <@RobitStudios> and it's hard to explain that
  204. [15:36] <@RobitStudios> So the other big thing I worked on this summer was some sound/music tools for beta_red
  205. [15:36] <@RobitStudios> so maybe he can talk about that some, but basically I externalized spreadsheet that determines the volume levels for all the sound effects/music
  206. [15:37] <@RobitStudios> and he's been busy doing his magic audio voodoo
  207. [15:37] <Svimmer> ooh... i'll eagerly hear more about this
  208. [15:38] <@beta_red> Yeah, so drawing the values from an external spreadsheet allows me to set the volumes for all the sounds individually, so that I can get a good mix going for all the sound effects.
  209. [15:38] <Svimmer> in real time?
  210. [15:39] <@RobitStudios> can't change the max/min levels real time
  211. [15:39] <@RobitStudios> but we call sound effects in different ways
  212. [15:39] <[1]Kiitos> that is an interesting way to handle sound balance. I never think about that sort of aspect from playing a game (the only stuff I've programmed has no sound implemented so I still have yet to explore that territory)
  213. [15:39] <@beta_red> Not it real time--that would be neat, but I essentially go in to a build, take some notes, and tweak various volumes, or decide that some sound just isn't working, or needs some audio editing.
  214. [15:39] *** TonyWard (~christian@ip1f10ef96.dynamic.kabel-deutschland.de) joined
  215. [15:39] <TonyWard> Freee at last!
  216. [15:39] <TonyWard> Again
  217. [15:39] <TonyWard> After something that felt like an eternity
  218. [15:40] <@RobitStudios> one of them is based on the distance, so the volume is determines by position and the max/min settings that beta_red has set
  219. [15:40] <TonyWard> 3 months, right?
  220. [15:40] <@RobitStudios> oh look who it is....
  221. [15:40] <@RobitStudios> our arch enemy
  222. [15:40] <@beta_red> Yeah, the sound balance can really get intimidating, especially as the number of sounds in the game grows.
  223. [15:40] <@beta_red> We currently have just under 300 unique sounds
  224. [15:40] <TonyWard> You mean your greatest benefactor
  225. [15:40] <@RobitStudios> yes, Tony, we've been slackers
  226. [15:40] <TonyWard> ;)
  227. [15:40] <@RobitStudios> sssh
  228. [15:41] <@RobitStudios> dont let that out
  229. [15:41] <@RobitStudios> no one can know im a sellout
  230. [15:41] <Svimmer> so this is the... slackers and backers chat
  231. [15:41] <Svimmer> yeeeeaaahhh!
  232. [15:41] <@RobitStudios> awww man
  233. [15:41] <@beta_red> So, it can be difficult to manage how each sound is heard in relation to one another.
  234. [15:41] <Svimmer> beta_red: in what sense?
  235. [15:41] <@RobitStudios> yeah, beta_red has an ear for this
  236. [15:42] <[1]Kiitos> punny
  237. [15:42] <TonyWard> When will we get the TAW Original Soundtrack?
  238. [15:42] <TonyWard> It's done according to the roadmap, right?
  239. [15:43] <@RobitStudios> getting sounds to play at the correct volume is important to the immersion of the game
  240. [15:43] <@RobitStudios> Tony, that is an excellent point
  241. [15:43] <@beta_red> Good question!  So, for example, if you have a mix of sfx that you like, and then you go and add an explosion sound--you may want the explosion to be louder than the other sounds, so you need to go back and refactor (turn-down or up) those other sounds so that the explosion still feels nice and loud.
  242. [15:43] <@RobitStudios> i'll contact Humble Bundle this week about getting it up there for the backers
  243. [15:44] <TonyWard> Or does it contain spoilers?
  244. [15:44] <Svimmer> beta_red: is there no way to dynamically alter the other sounds to be quieter at that moment?
  245. [15:44] <Svimmer> pretty sure some games do that
  246. [15:45] <TonyWard> Because you have been so lazy I am announcing a game too
  247. [15:45] <Svimmer> and music for that matter
  248. [15:45] <[1]Kiitos> Have you guys encountered problems where (using the explosion example) an explosion sounds right in one place, but that same explosion at the same volume is too quiet when accompanied by other sounds in a new scenario? Do you guys even reuse sounds like that?
  249. [15:46] <@RobitStudios> Kiitos, i'm not sure if we have run accross that problem, but part of the tools i made for beta_red allow us to call the same sound effect in different ways
  250. [15:46] <[1]Kiitos> Oh, that is a thoughtful way to prevent the issue then. I just imagine this spreadsheet having a single volume for each sound
  251. [15:46] <@RobitStudios> so we could call "explosion.ogg" by "loud_explosion" or "quiet_explosion" and each could have different max/min vols
  252. [15:47] * Xindaris isback
  253. [15:47] <@beta_red> Svimmer, There is audio compression that essentailly does that, but it can still sound really off if you do that will all the sounds--imagine after the explosion, the footsteps climb back up to that volume.  There are certainly scenarios in which what you mention would be ideal, but overall, there should be a balance between the sounds that doesn't always require audio compression.
  254. [15:47] <TonyWard>  I think you should become early adopters and support the OPUS audio format
  255. [15:47] <TonyWard> It's the future
  256. [15:47] <@beta_red> Great question, Kiitos!
  257. [15:48] <TonyWard> http://www.opus-codec.org/
  258. [15:48] <@beta_red> What Robi said is exactly right :)
  259. [15:48] <@RobitStudios> im not familiar with it, but i'll check it out for sure
  260. [15:48] <@beta_red> *Robit
  261. [15:49] <Svimmer> beta:red: i see what you mean
  262. [15:49] <TonyWard> Also Globocorp will start selling hardware decoders and encoders for OPUS
  263. [15:49] <@beta_red> Right on!  Audio compression can be really useful tool though.  
  264. [15:50] <[1]Kiitos> so can you clarify about the spreadsheet then? I imagine the spreadsheet is where you have "loud_explosion" and "quiet_explosion," or is it different from that?
  265. [15:50] <@RobitStudios> making a profit on open source software? you really are evil!
  266. [15:50] <@RobitStudios> hang on i'll grad a screen shot of it
  267. [15:51] <TonyWard> Yeah, like Red Hat Enterprise Linux
  268. [15:51] <TonyWard> so evil
  269. [15:51] <@beta_red> Yeah, so the spreadsheet has each individual sound listed in one columns, and then a series of values representing volume, distance, pan on/off, etc in the other colums.
  270. [15:51] <TonyWard> Or like valve with their steam machines
  271. [15:51] <@beta_red> So I can just find the sound I want to tweak, and then enter in a new value in the corresponding column.
  272. [15:52] <@RobitStudios> http://gyazo.com/9a56a93e00c4e204636b0c031ef17fbc
  273. [15:52] <@RobitStudios> might be spoilers in there
  274. [15:52] <@RobitStudios> depending on your opinion of whats a spoiler
  275. [15:53] <Svimmer> "final_boss_who_is_actually_a_cat_roar_sfx"
  276. [15:53] <Xindaris> THERE'S WATER? AND A BOAT????
  277. [15:53] * Xindaris chuckles
  278. [15:53] <TonyWard> I am announcing the iPlant Pro with a new exclusive game tony ward's pro capitalist devil HD
  279. [15:53] <@beta_red> And, if we find, like you mentioned, that some suond works in level a, but is too quiet in level b, we can still use the same sound, but copy it, with a new name, and give it different values.
  280. [15:53] <TonyWard> After a period of 6 months exclusivity it will be available on steam
  281. [15:53] <[1]Kiitos> Okay, that makes perfect sense, I see the loud and quiet thing with the slime bubbles, thats exactly what I thought when you answered my question.
  282. [15:53] <@beta_red> Haha!  "final_boss_who_is_actually_a_cat_roar_sfx" could be the greatest sound ever!
  283. [15:53] <TonyWard> Our partners for the steam release are chucklefish LTD
  284. [15:54] <@beta_red> Kiitos, right on!  That's a great example!
  285. [15:54] <Megafont> your sound system is pretty cool
  286. [15:55] <@beta_red> Thanks, Megafont!  Robit did a great job of putting this tool together for me!
  287. [15:55] <@RobitStudios> its really not too crazy or aything, but for our purposes it does the trick
  288. [15:55] <[1]Kiitos> I agree, unfortunately I have to leave early due to a meeting I wasn't informed or consulted about, but thanks for answering my questions!
  289. [15:55] <@beta_red> And it's much faster than saying "hey Stephen, can we turn down the bubble sound?"  "Which one"?  etc. haha :)
  290. [15:55] <Xindaris> Yeah, I can see where a sufficiently large game would suffer in data-size for having too many copies of the same sound
  291. [15:56] <@beta_red> No worries!  Thanks for stopping by Kiitos!
  292. [15:56] <Xindaris> or too many sounds with 2nd or 3rd copies
  293. [15:56] <TonyWard> Use opus and the sound files won't be too big
  294. [15:56] <@fetalstar> stephen, you should put together a thing for me so i can adjust animation speeds :D
  295. [15:56] <TonyWard> hahaha
  296. [15:56] <@RobitStudios> Kiitos, thanks for hanging out!
  297. [15:56] <@beta_red> Xindaris, that's definitely a good concern!
  298. [15:56] <Svimmer> fetalstar: "speed" "rotation" "art style"...
  299. [15:56] <@beta_red> Most of these sounds are roughly 20kb, though, and we don't use a whole lot of copies
  300. [15:56] *** [1]Kiitos (~Kiitos@cpe-174-105-245-52.insight.res.rr.com) left ()
  301. [15:56] <@RobitStudios> fetal - keep wishing it's not gonna happen
  302. [15:56] <@fetalstar> QQ
  303. [15:57] <@RobitStudios> well you CAN change the anim speed for the NPCs
  304. [15:57] <TonyWard> So if TAW hits $17,500 on the preorder, will there be a Brackenwood/TAW crossover?
  305. [15:57] <@RobitStudios> those are all stored externally
  306. [15:57] <@beta_red> But, if that became an issue, we'd definitely want to develop another way of referencing the same audio file, without having to copy it, much like Pro tools, and other DAWs can do
  307. [15:57] <Xindaris> mhm
  308. [15:58] <@RobitStudios> Tony, maybe I can get Adam to throw in a little Bitey cameo
  309. [15:58] <TonyWard> Excellent
  310. [15:58] <Xindaris> I said "in a sufficiently large game" because in a certain sense TAW won't be "larg eenough" for that to be a problem, at least in my mind
  311. [15:58] * TonyWard clasps his hands
  312. [15:59] <@RobitStudios> just added it to my ToDo list, along with the TAW OST - damn Tony you really are like my boss
  313. [15:59] <TonyWard> mwhahahahaha
  314. [15:59] <TonyWard> The newgrounds crowd needs to know of this
  315. [15:59] <@beta_red> Yeah, Xindaris exacltly--shouldn't be an issue in TAW :)
  316. [15:59] <TonyWard> All the people that bought Castle Crashers and Battleblock will buy your game
  317. [16:00] <@RobitStudios> yeah, that has crossed my mind :) he has a pretty good following
  318. [16:00] <@RobitStudios> he said he'd help us promote too
  319. [16:00] <TonyWard> You just need to find a good release window
  320. [16:00] <TonyWard> with all those great indies coming soon
  321. [16:00] <TonyWard> like BOI Rebirth
  322. [16:01] <@RobitStudios> yeah, im going to try to release during a dry-period for indiegames
  323. [16:01] <Xindaris> does such a thing exist I wonder?
  324. [16:01] <Xindaris> Ig uess in terms of anticipated ones it does
  325. [16:02] <Xindaris> but it seems like there's always some new indie game coming out pressing for attention
  326. [16:02] <@RobitStudios> yeah, thats what im thinking, i just dont want to compete with a heavy hitter
  327. [16:02] <Svimmer> so you're both a slacker and a coward?
  328. [16:02] <@RobitStudios> or another adventure platformer game
  329. [16:02] <[Eggy]> I played phoenotopia on newgrounds and it was pretty fun
  330. [16:03] <Xindaris> heh, so now my more capricious humor part of my mind is imagining that you announce a release date and the guy who quit mqking fez 2 suddenly announces he's actually been working on it in secret and is going to suddenly release the day before.
  331. [16:03] <@RobitStudios> Svimmer, its a fact - my biggest fear is releasing the game and no one buying it
  332. [16:03] <@RobitStudios> Xindaris, that would be just my luck
  333. [16:03] <TonyWard> then RobitStudios will dox Phil Fish
  334. [16:03] <TonyWard> :)
  335. [16:03] <Svimmer> xindaris: lol
  336. [16:03] <Xindaris> honestly I have a problem with fez that I dont' think I'll have with TAW, because I don't have it with TAG
  337. [16:04] <TonyWard> Just make sure I can play it on GOG galaxy
  338. [16:04] <Xindaris> running a game entirely on secrets that a person can't easily forget can tend to kill replay value
  339. [16:05] * Xindaris hopes I am not getting off topic
  340. [16:05] <Svimmer> i don't mind a game that's a one-off
  341. [16:05] <@RobitStudios> if you liked the way we handled it in TAG i think you'll be happy
  342. [16:06] <@beta_red> Well, I hate to say it, buds, but I actually need to get going :(
  343. [16:06] <@RobitStudios> no worries, its about that time
  344. [16:06] <Xindaris> aye, tis 4 now
  345. [16:06] <@beta_red> It's been great talking with you all!!
  346. [16:06] <@RobitStudios> thanks for hanging out and telling us about your audio wizardry
  347. [16:06] <TonyWard> thanks
  348. [16:06] <@beta_red> Haha! :D  Right on!  Thanks for all the great questions too!!
  349. [16:06] <[Eggy]> bye
  350. [16:07] <Megafont> cya!
  351. [16:07] <TonyWard> See you next month
  352. [16:07] <@beta_red> See you all next month! :)
  353. [16:07] *** beta_red (~beta_red@98.207.19.151) left ()
  354. [16:07] <TonyWard> There used to be more people in the IRC channel 3 months ago
  355. [16:08] <TonyWard> If I remember correctly
  356. [16:08] <Xindaris> I keep getting really inconvenient timings
  357. [16:08] <Xindaris> last two times or so I couldn't come because my family wanted to do something with me exactly then or such
  358. [16:08] <@RobitStudios> i dunno, i think we usually average about 5-6 people
  359. [16:08] <TonyWard> Support families
  360. [16:08] <Xindaris> any idea what percentage that is of the population of preorder-ers?
  361. [16:08] <@fetalstar> yeah, this seems about right
  362. [16:08] <@fetalstar> i think they're all preorder-ers
  363. [16:09] <TonyWard> you don't want to be raised by your grandparents like the protagonist from TAW/TAG, right?
  364. [16:09] <@fetalstar> backer chat is preorder right?
  365. [16:09] <Megafont> TAW deserves more than that!
  366. [16:09] <Xindaris> yeah I preordered
  367. [16:09] <Xindaris> I was just curious like what percent 5-6 people represents of the total people who preordered
  368. [16:09] <TonyWard> No this is the corporate-internal IRC channel of Globocorp
  369. [16:10] <TonyWard> You can join by ordering TAW though
  370. [16:10] <TonyWard> I did myself
  371. [16:10] <@fetalstar> oh.. OH.... yeah i read that wrong hahahaha
  372. [16:10] <@RobitStudios> it is 0.6%
  373. [16:10] <TonyWard> to support my own company
  374. [16:11] <Svimmer> I think I'll be off too... see you some later date! gg wp
  375. [16:11] <TonyWard> TAW has a MP mode now?
  376. [16:11] <TonyWard> why gg
  377. [16:11] <@RobitStudios> does anyone else have any questions for me or fetal?
  378. [16:11] *** Svimmer quit (Quit: HydraIRC -> http://www.hydrairc.com <-)
  379. [16:11] <TonyWard> TreasureLust Adventures confirmed
  380. [16:11] <Xindaris> I always want to know how the roadmap translates to a timeframe
  381. [16:12] <Xindaris> but I don't want to be rude by asking all the time
  382. [16:12] <TonyWard> What do you think of my IRC "cosplay"
  383. [16:12] <@RobitStudios> Xindaris, i wish i could tell you, but predicting that is so hard to do
  384. [16:12] <Xindaris> yeah
  385. [16:12] <@RobitStudios> things that I think will only take a couople hours can end up taking days
  386. [16:12] <Xindaris> always the way with programming alone
  387. [16:13] <Xindaris> much less also drawing and coming up with levels and blah blah..
  388. [16:13] <Megafont> i hate when that happens.  but it happens more than youd think for programmers!
  389. [16:13] <Xindaris> if I ever wanted to make a game what I'd want to do is build up a system and a level editor
  390. [16:13] <@RobitStudios> Tony, even though you harrass me you are always welcome here - you're keeping me on point
  391. [16:13] <Xindaris> and then just use the level editor to go 90% of the gime
  392. [16:13] <Xindaris> *time
  393. [16:14] <Xindaris> but that sounds like an unreachable dream anyway
  394. [16:14] <Xindaris> system always has errors, or you want something it can't do, and you've gotta go back into the deep code again anyway
  395. [16:14] <TonyWard> Do it anyway
  396. [16:15] <TonyWard> reach for the dream
  397. [16:15] <Xindaris> yeh
  398. [16:15] <TonyWard> and defeat GloboCorp
  399. [16:15] <TonyWard> oops why did I say that
  400. [16:15] <TonyWard> Spoiler alert maybe?
  401. [16:15] <TonyWard> TonyWard has been good all along?
  402. [16:16] <TonyWard> Find out in a TAW mod (maybe)
  403. [16:16] <@RobitStudios> haha well i can't comment on that - to spoilery for me
  404. [16:17] <@RobitStudios> ok, so unless we have any SERIOUS (*glares at TonyWard*) questions i'm going to wrap this up
  405. [16:18] <TonyWard> No questions
  406. [16:18] <TonyWard> I'll have to consult my think tank of evilness for further questions (that will take one month)
  407. [16:19] <@RobitStudios> sounds good... i'll be ready
  408. [16:19] <@RobitStudios> ok, i'm calling it! thanks for coming everyone
  409. [16:19] <Halader> thanks for doing this
  410. [16:20] <Megafont> thanks for having us.  and keep up the good work!
  411. [16:20] <TonyWard> We appreciate doing business with you.
  412. [16:20] <@RobitStudios> thanks for your continued support as always!
  413. [16:20] <@RobitStudios> it means so much to us
  414. [16:21] *** Halader (~Halader@pool-108-15-114-74.bltmmd.fios.verizon.net) left ()
  415. [16:21] <Xindaris> yep. Farewell
  416. [16:21] <TonyWard> Have a nice month
  417. [16:21] <@RobitStudios> Thanks! you too - talk to you again all too soon :)
  418. [16:22] <[Eggy]> I shall be forever alone until next time lol
  419. [16:22] <TonyWard> you have your IRC bouncer
  420. [16:22] <TonyWard> to keep you warm
  421. [16:23] <TonyWard> Sponsored by GloboCorp(tm)
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