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Messages - Yogoda

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1
General / Re: jeuxvideo.com speaking about indie games and Aquaria
« on: November 20, 2011, 05:40:59 pm »
Ok, I did a google translate and tried to adjust the best I could ;), sorry if it is difficult to catch the meaning of some phrase, it is not easy :P

Those who accuse the game of being a violent media simply do not know where to direct the eye. Yet simply to admire the sheer beauty of Aquaria and boundless generosity of pearls of independent media to see a pacifist, if not artistic. Aquaria transmits emotions rare and exudes passion of its creators. What else to prove?

Developed by the American Alec Holowka (music) and Derek Yu (game design, graphic design) of the independent studio Bit Blot, Aquaria was released in 2007 and 2011 on PC iPad. In 2010, the developers decide to share the source code of the game to allow the community to get their hands dirty. Aquaria is undoubtedly one of the most acclaimed independent games, and he also won the prize of the game of the year at the IGF 2007.

You should know that the masterpiece of Bit Blot focuses primarily on contemplation. We are released into an underwater world, "Aquaria," and it is for us to discover the story of Naija, the Naiad we control throughout the adventure. The narrative is the head leader of the game, just like the aquatic atmosphere, simply timeless. Action-adventure genre and especially exploration, Aquaria draws heavily on the level design à la "Metroidvania". We must collect capabilities to unlock the passages in the world and continue. Here, these powers are in fact the songs of Naija which sings a series of notes, each with a specific ability such as moving objects, invoke a shield, a weapon, etc ... Because yes, enemies are still present in Aquaria, which also gives rise to games worthy of a shooter! But overall, Aquaria is a game that relaxes. Swimming is so smooth that one is easily the game of exploration, looking for various objects used for cooking or just stirring among fish and other cetaceans. It must be said that the play invites us, as its 2D is successful. The sets are gorgeous and the sprites are almost as beautiful as those of a game Vanillaware. Same treatment for the languorous music, melodious, taking the guts. Finally, the voice of Naija, with a British accent in the best taste, is welcome. Playing the role of the narrator, she is with us all along with gentleness and poetry, which does not alter at all the credo of what this wonderful game Aquaria.

2
General / jeuxvideo.com speaking about indie games and Aquaria
« on: November 18, 2011, 08:09:37 pm »
The nr1 french website jeuxvideo.com about video games just released a writing about indie games, and there is a whole page about Aquaria, I though it might interest some of you ;)

http://www.jeuxvideo.com/dossiers/00016083/les-jeux-video-independants-aquaria-005.htm

Sorry, it is in french obviously, but I can translate if someone asks me to.

3
Modding / Re: Labyrinth Mod
« on: September 03, 2011, 03:19:21 pm »
Here is the mosquito script, although I am not sure it will help you a lot :

Quote
dofile("scripts/entities/entityinclude.lua")
dofile(appendUserDataPath("_mods/MagicOfAquaria/scripts/common.lua"))

n = 0
speed = 400

sfxdt = 0
 
function init(me)
 
   setupEntity(me)
 
   -- set entity graphic
   --entity_setTexture(me,"missingImage")
   
   entity_initSkeletal(me, "mosquito")
   entity_scale(me, 0.4, 0.4)
   
   entity_setEntityType(me, ET_ENEMY)
   entity_setHealth(me, 1)
   entity_setCollideRadius(me, 64)
   entity_setUpdateCull(me, 2000)
   entity_setDeathParticleEffect(me, "TinyRedExplode")
   entity_setMaxSpeed(me, speed)
   
   -- make the wings move
   wingfront1 = entity_getBoneByName(me, "wingfront1")
   wingfront2 = entity_getBoneByName(me, "wingfront2")
   wingback1 = entity_getBoneByName(me, "wingback1")
   wingback2 = entity_getBoneByName(me, "wingback2")
   
   bone_alpha(wingfront1, 1)
   bone_alpha(wingfront1, 0, 0.05, -1, 1, 1)
   bone_alpha(wingfront2, 0)
   bone_alpha(wingfront2, 1, 0.05, -1, 1, 1)
   bone_alpha(wingback1, 1)
   bone_alpha(wingback1, 0, 0.05, -1, 1, 1)
   bone_alpha(wingback2, 0)
   bone_alpha(wingback2, 1, 0.05, -1, 1, 1)
   
   entity_setState(me, STATE_IDLE)
   entity_setCanLeaveWater(me, true)
   
   entity_setDeathScene(me, true)
   
   entity_setBounceType(me, BOUNCE_REAL)
   entity_setBounce(me, 1)
   
   loadSound('mosquito')
   
end
 
function postInit(me)
   n = getNaija()
   entity_setTarget(me, n)
end
 
 lx, ly = 100, 100
 l = 0
 
function update(me, dt)

   sfxdt = sfxdt + dt
   if sfxdt >= 0.43 then
      sfx = playSfx('mosquito')
      sfxdt = 0
   end
 
   x, y = entity_getPosition(me)
 
   l = (l + vector_getLength(lx - x, ly - y)) / 2.0
   
   if l < 0.01 then
      entity_clearVel(me)
      entity_addVel(me, 0, -200)
   end
   
   entity_handleShotCollisions(me)
   
   entity_flipHToAvatar(me)

   entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 0)
   -- entity_doFriction(me, dt, 100)
   
   -- entity_doCollisionAvoidance(me, dt, 4, 1.0)
   entity_doEntityAvoidance(me, dt, 64, 1)
 --[[
   entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 1200)
   entity_doCollisionAvoidance(me, dt, 4, 1.0)
 
   entity_flipToVel(me)
   ]]
   
   entity_moveTowardsTarget(me, dt, 400)
   
   --if entity_velx(me) < 10 then
      -- setControlHint('stuck', 0, 0, 0, 1)
   --end
   
   lx = x
   ly = y
   
   entity_updateMovement(me, dt)
   
end

function damage(me, attacker, bone, damageType, dmg)
   return true
end
 
function dieNormal(me)
end
 
function enterState(me)

   if entity_isState(me, STATE_IDLE) then
      -- playSfx('mosquito', 0, 0.4)
      entity_animate(me, "idle", -1)
   elseif entity_isState(me, STATE_DEATHSCENE) then
      fadeSfx(sfx, 0.1)
      kill(me, "TinyBlueExplode")
   end

end
 
function exitState(me)

end
 
 
function hitSurface(me)

   entity_addVel(me, 0, 100)

end
 
function songNote(me, note)
end
 
function songNoteDone(me, note)
end
 
function song(me, song)
end
 
function activate(me)
end

For the animation editor, I wrote everything I know about it on the wiki, it should help you getting started :

Animation Editor : http://aquariawiki.ryanballantyne.name/wiki/index.php/Animation_Editor
Animations : http://aquariawiki.ryanballantyne.name/wiki/index.php/Animations

4
Modding / Re: Angry Li Mod
« on: September 01, 2011, 08:26:24 pm »
Of course, that would be awesome Alec :)

5
Modding / Re: Magic of Aquaria SPOILERS!!!!!!! new pics July 27
« on: January 27, 2011, 01:42:57 pm »
Besides that, wouldn't it be possible to "maintain" the server and work on Aquaria as well? Maybe even recruit some people you trust to maintain the server.
I have already people I trust that maintain the server, but only I can do the complex technical aspects.

It is not possible to do both at the same time I'm afraid, both need a 100% dedication.

I plan to spend 2 more months on the server, then I will stop playing Minecraft on the 31 march. After that I will still pay 2 more months the server, then stop.

6
Modding / Re: Magic of Aquaria SPOILERS!!!!!!! new pics July 27
« on: January 26, 2011, 04:35:20 pm »
Look at Minecraft - that was a game that existed for years and only a few people knew what the fuck Minecraft was, and even less knew who Notch was. But Notch, unlike Alec/Derek, was lucky enough to get lots of publicity - his game REALLY started taking off when he got those comics made about how great his game was, on Penny Arcade. If Aquaria could be so lucky, it could take off just the same. Even now.

I think the main reason Minecraft became so popular is because you can play it in the browser directly, for free and on multiplayer servers. Aquaria can't do this :(

7
Modding / Re: Magic of Aquaria SPOILERS!!!!!!! new pics July 27
« on: January 26, 2011, 03:54:15 pm »
Minecraft is really an amazing game, it is truely infinite, I think you could play it forever, or at least years. A true sandbox game :)

It is still getting more and more popular, it reached 1'000'000 sales.

Also the community is great, there is a team of developers that creates an API for other developers to create plugins. Hundreds of plugins have been released, it allows to modify every aspects of the game and to make your server different from others, this is truely amazing.

I did create myself several plugins, and one became very popular, MoveCraft. It allows to create vehicules out of blocks (craft) and make them move, in a world where everything is pretty much static. Thousands of downloads, 50'000+ views, wow :) (but it was a lot of work)

Now I've stopped developing my plugins, but I still have an amazing server that did run for months with awesome buildings and structures. Hundreds of players have been playing on it (but like 20 connected at the same time), I've made friends, my brother and his friends are playing on it, my players spent countless hours creating a world, so you understand it is very difficult for me to stop the server like this.

My goal is to stop the server at a point so I can go back to Aquaria, but I'm not really sure how to do that and how much time it will take.

8
Modding / Re: Fish mod resurfacing
« on: October 19, 2010, 08:13:50 pm »
Awesome :D

For the damage, try to look at Angry Li mod code, I think it works the same way.

9
Modding / Re: Beauty of Aquaria Mod Released !
« on: October 19, 2010, 08:11:13 pm »
I'm not sure if you're still working on this, or even if you would still take suggestions, or beyond that even if you're still here, but in the off-chance...

I'd like to suggest you add in Li's song, as well as perhaps more things to interact with - nothing special, just perhaps, more beds, and some rocks and objects to sit on?

Li's song I am only suggesting so that you can recall him when he gets stuck or lags behind.

Yes, I am still here :)

I'm playing another game atm, administrating my own Minecraft server (if you know that game), but it would be nice to come back to Aquaria in some months :)

I will try to do the modifications you suggested in a few days, as it should not take me a lot of time (busy atm)

10
Modding / Re: Mod ideas? Advice needed.
« on: October 05, 2010, 07:29:04 pm »
As always, more questions:
How can I make items which can be held in hand(knife, for example)? My only idea is making a special bone for "normal" form (but it seems like I need separate bone for each item).

Hello, in fact this bone already exists. If you go into the animation editor you will find Naija holding a fish. All you have to do I think is changing the graphic and making this bone visible ;)

11
Modding / Re: Mods
« on: September 13, 2010, 01:39:11 pm »
You have all the information on how to install a mod here :

http://aquariawiki.ryanballantyne.name/wiki/index.php/Install_a_Mod

12
Modding / Re: Magic of Aquaria SPOILERS!!!!!!! new pics July 27
« on: July 30, 2010, 08:16:47 pm »
Hehe, no.

The entity attach itself to Naija when she jumps out of water, and detach when going back into the water. You can use the function entity_isUnderWater to test this.

13
Modding / Re: Magic of Aquaria SPOILERS!!!!!!! new pics July 27
« on: July 30, 2010, 07:44:45 pm »
Yes, Naija's "script" is compiled into the game, we cannot change it with scripting (unless we change Aquaria code of course).

The trick here is to make Naija ride an invisible entity. So the entity is following the terrain, while Naija is playing a walking animation.

14
Modding / Re: Getting changes made in Animation Editor to stick
« on: July 07, 2010, 06:10:26 pm »
Weird, it has always worked fine for me.

Try to open the animation file at the same time in a text editor and check if it is updated with you save the animation.

15
Modding / Re: New Aquaria Wiki
« on: July 05, 2010, 08:13:16 pm »
Thanks a lot, it is a cool addition  :)

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