Farmyard Madness [OPEN SOURCE]

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Lee
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Farmyard Madness [OPEN SOURCE]

Postby Lee » Sun Oct 23, 2011 12:05 pm

Image

Visit the official web site - Whoops!
Download the patched ALPHA version (v1.0.2) here - Whoops!

v1.0.2 Release Notes:

- Added helper arrows that point the player in the direction of the key.
- Added option to enable/disable helper arrows in the Options dialog.
- Changed carrot/parsnip settings so once Speedy Shoes are purchased you'll always dig up parsnips.
- Fixed vegetables not resetting when player dies and re-spawns.
- Vegetable fields now show the amount of level vegetables instead of the total amount.
- All v1.0.1 changes are included.

v1.0.1 Release Notes:

- Added AZERTY keyboard support.
- Added link that navigates to FM web site (will probably be disabled on 001 site though)
- Added Options dialog so players can enable/disable in-game sounds/music.
- Allowed players to view game stats without interrupting gameplay by pressing the TAB key.
- Auto-save logo stays on longer to show players the game has saved.
- Changed loading bar so it no longer displays a gap at the end (hopefully).
- Extra lives now cost 13 parsnips instead of 2.
- Removed hanging icicles from Icy Mountain levels as players confused them as being dangerous.
- Removed Statistics dialog.
- Restored mouse cursor in-game so players can quit by pressing the 'X' button.
- Updated Alomerain logos.
Last edited by Lee on Tue Apr 01, 2014 10:07 am, edited 57 times in total.
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Re: Farmyard Madness - Officially Announced

Postby Mr.Numbers » Sun Oct 23, 2011 1:25 pm

Finally! I can't wait 8D

Looks sweet and addicting :D
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Re: Farmyard Madness - Officially Announced

Postby Lee » Sun Oct 23, 2011 1:55 pm

Mr.Numbers wrote:Finally! I can't wait 8D

Aha I know. Took my time announcing it which makes a change 8D.

Mr.Numbers wrote:Looks sweet and addicting :D

Thanks! :D
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Re: Farmyard Madness - Officially Announced

Postby SBG » Sun Oct 23, 2011 2:06 pm

Wow you put a lot of work into this!

*excited

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Re: Farmyard Madness - Officially Announced

Postby Lee » Mon Oct 24, 2011 5:37 am

SBG wrote:Wow you put a lot of work into this!


Well it is a commercial game so I've had to put a lot of work into it :P and thanks :D.
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Re: Farmyard Madness - Officially Announced

Postby 2cool4me4 » Mon Oct 24, 2011 7:52 pm

[wow'd]
OMG! Not only is this cool, it looks like it should be in the showcase! :D
[/partofwow]
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Re: Farmyard Madness - Officially Announced

Postby Chowow » Mon Oct 24, 2011 11:11 pm

Wow this looks so good! Good job!
Thanks for reading this post. :)
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Re: Farmyard Madness - Officially Announced

Postby Lee » Tue Oct 25, 2011 4:22 am

2cool4me4 wrote:[wow'd]
OMG! Not only is this cool, it looks like it should be in the showcase! :D
[/partofwow]


Chowow wrote:Wow this looks so good! Good job!


Thanks guys! I appreciate your comments :D!


I'm now a subscriber and working on the levels that I couldn't complete with the FREE version of 001. I've also updated the "Jobs" section.

Also a little update; the final graphics are coming along nicely and will properly be the first thing I finish on my list. I will update my first post once it is complete.
Last edited by Lee on Tue Oct 25, 2011 8:57 am, edited 1 time in total.
Reason: Automatically merged double post.
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Re: Farmyard Madness - Officially Announced

Postby ITB » Tue Oct 25, 2011 8:27 pm

This looks so PRO! Beautiful GUI my friend! :shock: :D

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Re: Farmyard Madness - Officially Announced

Postby patatoface » Thu Oct 27, 2011 2:47 am

looks great, i'm happy that not only there's a game that's going to be commercial but also that there's a game that is good enough to be commercial this should really show off some of the potential of 001

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Re: Farmyard Madness - Officially Announced

Postby evergreen » Thu Oct 27, 2011 9:27 am

Love the graphics. Nice logo, too.
Game Coming Soon. Click Here to read about it.
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Re: Farmyard Madness - Officially Announced

Postby Lee » Thu Oct 27, 2011 11:52 am

In_the_Bushes wrote:This looks so PRO! Beautiful GUI my friend! :shock: :D

evergreen wrote:Love the graphics. Nice logo, too.


Thank you.

patatoface wrote:looks great, i'm happy that not only there's a game that's going to be commercial but also that there's a game that is good enough to be commercial this should really show off some of the potential of 001


We hope it will be good enough to be commercial, right now we are simply aiming towards that goal. As it stands at the moment I personally don't see it as a commercial game, with the first alpha. We expect to make many improvements and add new things as we go along to really make it a game worth buying.

Here's an interesting level for you. As you can see the entire level is upside down. The upside down platforms and backwards controls are the things that make this level difficult. Once you've got your head around these two things the level is actually fairly straight forward.

Image

I've also updated the first post to include this screen shot and update some of the information. Thanks for your support guys! We hope to release the first alpha soon :D!
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Re: Farmyard Madness - Officially Announced

Postby Indiana 266 » Thu Oct 27, 2011 1:33 pm

Uh, why do the upside down sheep have gray faces while the right side up sheep have black faces?
Either way, keep up the good work. ;)
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Re: Farmyard Madness - Officially Announced

Postby Lee » Thu Oct 27, 2011 2:39 pm

Indiana 266 wrote:Uh, why do the upside down sheep have gray faces while the right side up sheep have black faces?
Either way, keep up the good work. ;)


Haha I'm glad you spotted that. The sheep have had a little makeover. I just haven't updated the other screen shots :P. As a perfectionist I am never satisfied, expect to see several graphical updates during the alpha testing stage. I'm sure to make changes to them all at least once :lol:
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Re: Farmyard Madness - Officially Announced

Postby Adam » Sun Oct 30, 2011 4:29 pm

Haha, your signature is balls out hilarious. Awesome looking game, by far the most interesting concept I've read in a while. Love the graphics too! If you put as much effort into developing, as you do in advertising, I wouldn't be surprised to see this game on Steam's indie section one day ;)
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Re: Farmyard Madness - Officially Announced

Postby Zhuge » Sun Oct 30, 2011 4:49 pm

Sounds and looks really good Lee. Can't wait to give it a go. :D

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Re: Farmyard Madness - Officially Announced

Postby Lee » Thu Nov 03, 2011 7:53 am

Adam wrote:Haha, your signature is balls out hilarious. Awesome looking game, by far the most interesting concept I've read in a while. Love the graphics too! If you put as much effort into developing, as you do in advertising, I wouldn't be surprised to see this game on Steam's indie section one day ;)


Thanks. We'd love to get this game on Steam and hopefully we will ;).

Zhuge wrote:Sounds and looks really good Lee. Can't wait to give it a go. :D


Glad to hear it, I will not disappoint you!


I apologise for the somewhat lack of updates over the past few days but I've been ill and haven't worked on the game as a result :(. I've started feeling a little better this morning and slowly started working on the game again though I haven't completely recovered. I'm a little behind schedule in releasing the first alpha now but if I am back to my normal self tomorrow I should be able to really crack on and get this thing rolling again.

Here is another screen shot to make up for this bad news. It's from Act 2 (Rocky Mountain):

Image

EDIT: A quick update. I have now finished the remaining graphics and animations. Now all I have to do is finish off the last bits of coding and I can release the first alpha!


The final levels have now been coded. I'm going to give the game one complete test (start to finish) to make sure everything works as well as fix a few bugs I am currently aware of. Depending on how long it takes to fix these bugs, I should be able to get the first alpha version out by the weekend.
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Re: Farmyard Madness - Officially Announced

Postby Adam » Thu Nov 03, 2011 8:11 am

Can't wait! :)
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Re: Farmyard Madness - Officially Announced

Postby ITB » Sat Nov 05, 2011 1:43 pm

If you are in need of beta testing I would be happy to oblige :)

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Re: Farmyard Madness - Officially Announced

Postby Lee » Mon Nov 07, 2011 8:17 am

Adam wrote:Can't wait!


Thanks.

In_the_Bushes wrote:If you are in need of beta testing I would be happy to oblige


Welcome to the team.


Update: I've gone through all of the levels and manually debugged them. I've found and fixed dozens of bugs and the game is a lot more stable than it was yesterday :lol:. There are still some bugs to fix and I want to check to make sure my fixes didn't break anything. I should be able to release the first alpha tomorrow or at a push, Monday.

In the meantime here is another in-game screen shot. This one if from Act 5 (The Meat Factory) and is a bit of a puzzle level as you are faced with tons of switches that activate/deactivate platforms that you need in order to reach the animals and the doorway. As the developer I know exactly which switches do what but you guys will have to figure this out for yourselves ;).

Image

Another update: The game is now stable enough to start testing! I was originally going to release it today however I am still waiting for some music to be finished so I am holding off until tomorrow. In the meantime I have been able to add a couple of extra things that originally wouldn't be ready for the first alpha, one of which is in the screen shot below:

Image
All of the effects (including the smoke effect seen here) were originally planned for the second/third alpha.

I've also started getting some other things done and out of the way such as the Game Credits and the Windows Icon which should also be ready by tomorrows release. So lookout for the download link tomorrow. I'll be sure to update the first post as soon as the game is uploaded.


FIRST ALPHA VERSION UPLOADED! CHECK FIRST POST!
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Re: Farmyard Madness - ALPHA Testing - v0.1 Released!

Postby 11th Hour » Tue Nov 08, 2011 12:29 pm

I could beta test as well so all the testing doesn't fall on one guy if you'd like. :D
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Re: Farmyard Madness - ALPHA Testing - v0.1 Released!

Postby Lee » Tue Nov 08, 2011 1:53 pm

11th Hour wrote:I could beta test as well so all the testing doesn't fall on one guy if you'd like. :D


The more the merrier :).

The first alpha is available for download, though at this stage we're more interested in feedback on the game play, features and the general feel for the game. We've already had some feedback from our beta testers and we're in the process of making changes for the next alpha but we'd welcome more feedback on the game so that we can continue to make improvements as we go along.
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Re: Farmyard Madness - ALPHA Testing - v0.1 Released!

Postby 11th Hour » Tue Nov 08, 2011 6:07 pm

There seems to be a glitch on my Windows 7 computer. The downloaded zipped says it's empty and it cannot be opened. :(
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Re: Farmyard Madness - ALPHA Testing - v0.1 Released!

Postby Lee » Wed Nov 09, 2011 4:10 am

Everything is working on this end and no-one else has had problems with it. Try downloading it again.
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Re: Farmyard Madness - ALPHA Testing - v0.1 Released!

Postby 11th Hour » Wed Nov 09, 2011 11:00 am

Ok now I've got it. My internet was "broken" the first 2 times I downloaded it and I didn't even know. :oops: :lol:


Shouldn't there be a way to restart after you die? And not to be picky but the falling floor should reset after you die in my opinion. It's a great game though!!! I'm not trying to put it down or anything. :)
Last edited by 11th Hour on Wed Nov 09, 2011 12:09 pm, edited 1 time in total.
Reason: Automatically merged double post.
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Re: Farmyard Madness - ALPHA Testing - v0.1 Released!

Postby Lee » Fri Nov 11, 2011 7:25 am

11th Hour wrote:Ok now I've got it. My internet was "broken" the first 2 times I downloaded it and I didn't even know. :oops: :lol:


Haha. Glad you've got it now though.

11th Hour wrote:Shouldn't there be a way to restart after you die? And not to be picky but the falling floor should reset after you die in my opinion. It's a great game though!!! I'm not trying to put it down or anything.


1) Good point. In the full game you'd simply just load your saved game and since it automatically saves at the end of each completed level you'd be able to continue on the level where you died. I'll have to add this to the end of the Game Over/Credits part so it'll automatically load your saved game after you've died. I might also add a "skip" feature so you can bypass the credits. FIXED FOR THE NEXT VERSION!

2) Yeah we are aware of this. The moving platforms are another thing that don't reset and we are looking into it for the next alpha. Thanks for brining it up though.

We don't care if you "put us down" as long as all of the criticism is constructive. In fact we welcome it! We want to make this game the best possible game we can make so we welcome constructive criticism because it enables us to make improvements, that's the whole purpose of this alpha testing stage ;). FIXED FOR THE NEXT VERSION!


UPDATE: One of the new things I am working on for the next alpha version is effects, lighting and improved graphics/animations. There are several graphics that will be re-done during the alpha testing stage as some of them were just thrown together quickly to replace the static silhouette graphics that I used during the games construction. I thought it would be a good idea to show some before and after screen shots of how the levels look in the first alpha (v0.1) and how the levels will look in the second alpha (v0.2).

The two screen shots below are of the same level. The BEFORE screen shot is how the level looks in v0.1 and the AFTER screen shot is how it looks now in v0.2:

BEFORE:

Image

AFTER:

Image

There are several levels that are getting these kinds of improvements and you should see them in the next version.


UPDATE AGAIN:

Another before/after set here of a level I really wanted to show because this is how I'd originally planned the level but it was never properly done in v0.1:

BEFORE:

Image

AFTER:

Image

I think you'll all agree with me when I say it's a huge improvement over the first one ;).
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Re: Farmyard Madness - ALPHA Testing - v0.1 Released!

Postby Fireleaf » Mon Nov 14, 2011 1:34 am

Lookin good. I sort of thought the old backdrops looked a little whonky. Maybe it's just because the images are jpeg. They look much better now though.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

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Shmalloween (2010)
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Re: Farmyard Madness - ALPHA Testing - v0.1 Released!

Postby Lee » Tue Nov 15, 2011 11:46 am

Fireleaf wrote:Lookin good. I sort of thought the old backdrops looked a little whonky. Maybe it's just because the images are jpeg. They look much better now though.


Thanks :).

I'm hoping to get the next alpha version on the 001 site, instead of using my server and linking via my signature. I've sent Mike a PM but I'm not sure if he'll allow it or not.

I've also done some thinking about the alpha testing stage and decided to only release four alpha versions. The first one is already out, obviously. The second one will hopefully be out in a few days and has many bug fixes as well as some BRAND NEW systems and some little changes too. The third alpha will be mostly graphical updates as I'm not happy with the graphics as they are now so I am going to give them all a much needed overhaul. Some graphics have priority over others, such as the main character but all of the graphics/animations will be updated. The last and final alpha will be everything else left over, like the menus and such.

I've also decided to allow more content to pass into the alpha/beta versions such as the remaining boss levels (expect to see two new ones in the next alpha) and other things like the shop. There are still some things being held back such as the animated cut scenes (mainly because they're taking a long time to create so they will literally go in at the last minute), the GUIs such as the main menu and options and also the last beta version (or release candidate). Everything else will now be available for you guys to test.

Thanks to all of those supporting the project. Please keep in mind that feature requests are restricted to the alpha versions only! Once we pass into the beta testing stage there will be no more new features. So if you have any suggestions make sure you mention them before it's too late!


Update: One of the new systems being introduced in the next version is the Weather System. This is the only unpredictable part of the game so far as the weather is not pre-set for each level. It uses probabilities to determine whether or not it will rain/snow on a particular level. There are some restrictions in place though. For example it won't rain/snow on any of the Act 5 levels because it's inside and you will only see snow on the levels in Act 2. The intensity of the weather is also unpredictable so you might see a light shower on one level or a heavy storm with lightning on another. All of which is totally unpredictable so if you play the same levels again the weather is not likely to be the same. Here are two screen shots that show off the snow and rain. These are both fairly heavy showers just to show it a bit more clearly:

Image

Image
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Re: Farmyard Madness - ALPHA Testing - v0.1 Released!

Postby Fireleaf » Thu Nov 17, 2011 12:49 am

If you're looking for suggestions, I'm not really a fan of the backgrounds that are currently being used. That might be something you plan on changing anyway though.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Farmyard Madness - ALPHA Testing - v0.1 Released!

Postby Lee » Fri Nov 18, 2011 11:49 am

Fireleaf wrote:If you're looking for suggestions, I'm not really a fan of the backgrounds that are currently being used. That might be something you plan on changing anyway though.


I appreciate the suggestion and you're not the first to comment on the backdrops :lol:. I'm looking into it for the third alpha (when most of the graphics are being updated anyway).

Update: We've decided to extend the testing period a little bit because the current deadlines set don't seem reasonable, especially for the third alpha as re-designing all of the graphics is going to take a while. So instead of trying to get the game out before Christmas we are going to try to release it at the end of January 2012 instead. This means the alpha testing stage is going to last a little longer and we may decide to release more than four alpha versions.

We're also organising a special "Bundle gift" to all of our supporters which includes a FREE copy of the finished game as well as a lot of other neat stuff ;). More details about this and who it applies to will be announced soon.



18/11/2011: v0.2 has been released and can be downloaded here. I'm not quite sure when v0.3 will be released but I thought I'd show you some of the work that has been done:

One of the things that will be changing in v0.3 is Act 2. It will no longer be the "Rocky Mountain" instead it'll be the Icy Mountain. We decided to change it because it fits in better with the storyline and the Act 2 boss, plus it gives us the opportunity to add something unique to the Act 2 levels in very much the same way that there are ghost platforms in Act 4 and switches in Act 5, etc. So with this change we will be introducing icy platforms that are slippery. Not all of the platforms will be made of ice though as we will also be introducing some snowy platforms as well ;).


Here are two screen shots (from within my graphics program) that both show the same level. I've only done a few of the graphic enhancements at the moment and these are still work-in-progress:

rockymountain.jpg
v0.1/v0.2: Rocky Mountain (Act 2 Scene 1)


icymountain.jpg
v0.3: Icy Mountain (Act 2 Scene 1)


19/11/2011: Another set of before/after screen shots. These are some of the new Woodland Forest graphics:

forest_before_after.jpg


23/11/2011: In response to Fireleaf and several of the Alomerain testers, who all agree that the backdrops need improving, I have decided to get rid of them completely. I did do a lot of searching and looked at other games to see how they did their various backdrops, I even made some prototypes for new backdrops but I didn't like them very much. The good part about ridding them completely is it has allowed me to expand the weather system to include day/night cycles as well as dawn/dusk scenes.

Here is a prototype of the night scene in action:

night.jpg

There are some very neat things coming in the next version and once again more unpredictable stuff is being implemented to give the game a greater feel.

The hidden stars are being abolished in the next version as well. It never really fit in with the whole game concept and one of my other testers wasn't too fond of them either. Fortunately I came up with a better system that has allowed me to introduce collectables and a more realistic trading system in the Market. There will also be a secret level that can only be unlocked when a certain collection is complete. This secret level is going to fill in the missing gap of the now much shorter Tutorial Mode (which now only consists of 3 levels instead of 4). The secret level is also something very special because it isn't easy to unlock and we are planning to introduce some unlockable mini-games if you manage to complete the secret level. All of this will be coming in the next version but it may be a while before we release it as there is still much to be done ;).
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Fireleaf » Wed Nov 23, 2011 5:14 pm

New graphics = YES! :D
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Mr.Numbers » Wed Nov 23, 2011 7:30 pm

mhmm... *eats new graphics*

they taste and look amazing :D Keep up the good work! :lol:
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Thu Nov 24, 2011 6:19 am

Thanks guys :D!

v0.3 has had so many changes that it is hard to tell that it is the same game :lol:. Not only are the graphics getting a much needed makeover but there are some very big systems being implemented that are changing the game play as well.

One thing everyone will be pleased to know is the main character is having a dramatic makeover and the clothing will now actually look appropriate as well. Not only that but there are dozens of custom poses being made to make all of the different actions look more realistic - and I am not kidding on the dozens part :P. The walking animation will also look a lot better than the original main characters, as that was very poorly done.

I'm going to release a v0.3 taster version to get feedback on all of the new stuff before I continue to make the changes to the rest of the game because a lot of features have been added, all of the graphics have been changed and some of the existing systems have been modified too. I'm not sure when the taster will be ready but as always I'll keep this thread updated with the latest information :).
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby 11th Hour » Thu Nov 24, 2011 10:10 am

Version 2 looks and plays amazingly! Should I be looking for problems or is that someone else's job?
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Thu Nov 24, 2011 12:10 pm

11th Hour wrote:Version 2 looks and plays amazingly! Should I be looking for problems or is that someone else's job?


Both my testers and the 001 community are open to test this game so it is no-ones job to do a specific task. If you want to go looking for problems be my guest but bug hunting is something usually done in the Beta Testing Stage. Right now we are more interested in feedback from the public. So if you have any ideas for new features or any suggestions on how we can improve existing features then please let us know! We welcome constructive criticism because it allows us to make the game even better.

For example Fireleaf and some of my other testers didn't like the backdrops very much that appear in v0.1/v0.2. This issue has been addressed and I've removed them for v0.3 which has also allowed me to expand the weather system - a system that has received high praise from many of my testers as being a great addition :).

So what we're really saying here is that we want people to be picky and to spot every flaw with this game so that we can address them and make the game better :D.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby 11th Hour » Thu Nov 24, 2011 12:25 pm

I just noticed that when you press "ESC" on the second level it gives this error
Code: Select all
Error: Interface file "main menu.1ui" cannot be found.
in Input: "Regular Game" Trigger: 5
[2]: Main.ChangeInterface("main menu", 0) x1


It does the same on the first level


And if your basing the score off how much time you take (which I'm pretty sure you are) you should ALSO base it off how many out of the maximum sheep on the level you've collected. Because I can now just grab 1 sheep run to the exit and get a "Perfect" score.

Maybe you should make it that the door won't open unless you have all the sheep from the level your on.

And the spikes and water don't kill you (but I'm guessing that's part of the testing stage ;) )
Last edited by 11th Hour on Thu Nov 24, 2011 12:45 pm, edited 2 times in total.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Zaiarogi » Thu Nov 24, 2011 12:37 pm

The moving platforms don't work. Going onto a moving platform freezes up both the platform and your character.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Thu Nov 24, 2011 1:40 pm

11th Hour wrote:I just noticed that when you press "ESC" on the second level it gives this error
Code: Select all
Error: Interface file "main menu.1ui" cannot be found.
in Input: "Regular Game" Trigger: 5
[2]: Main.ChangeInterface("main menu", 0) x1


It does the same on the first level


Ah right. It's trying to call a menu that doesn't exist. Fixed for next version ;).

11th Hour wrote:And if your basing the score off how much time you take (which I'm pretty sure you are) you should ALSO base it off how many out of the maximum sheep on the level you've collected. Because I can now just grab 1 sheep run to the exit and get a "Perfect" score. Maybe you should make it that the door won't open unless you have all the sheep from the level your on.


The ranking system is a little messed up a the moment. I've actually been aware of it for a while as well. I'm looking into it for the next version but I really need to clean up the code in that area as it is just a mess. The ranking system is supposed to base your score/rank on the time it took you to complete the level, how many animals out of the total animals you've collected and how many lives you lost on that level. But as you know it doesn't do that :lol:. Regarding the door; it originally wouldn't "complete the level" until all of the animals were brought back to the door (whether you did it all in one go or one animal at a time) however a new system idea was suggested before v0.1 was released and this door "glitch" was left for use of that new system. You should see that new system in the next version and it will all start to make sense.

11th Hour wrote:And the spikes and water don't kill you (but I'm guessing that's part of the testing stage ;) )


Little puzzled with this one as they should :/. Maybe I broke something when I released v0.2.

Zaiarogi wrote:The moving platforms don't work. Going onto a moving platform freezes up both the platform and your character.


The moving platforms are definitely a big issue but resolving the issue is not a walk in the park. Trying to get this working in 001 has been a pain to say the least and the miracle "Push" and "Slide" events (subscription version) that were supposed to be the answer to this are actually more trouble than they are worth. I have been looking into this since I first released v0.1, actually even before I released the first version but this is no easy task. Rest assured I will resolve this issue before the game is officially released ;).
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Tomeh999 » Fri Nov 25, 2011 4:46 pm

I was playing this, and I can't really give any feedback yet because I got stuck inside the moving platform in the second level

Oops.png


I can't jump or move, and the platform stays in place, I can only turn left and right.

Edit: After getting passed that part, in a later level, I died from a wolf and got this error:

Oops2.png


Also, I find it quite odd how the sheep teleport to you when you jump. If you could use variables, or spawning actors/zones to make them jump where you jumped, that would be great!

Other than that, the game is fun and looks nice, but very simple, if you could add some more difficulty, I would love it :)
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Fri Nov 25, 2011 5:08 pm

Tomeh999 wrote:I was playing this, and I can't really give any feedback yet because I got stuck inside the moving platform in the second level


Unfortunately I have been aware of this before I even released v0.1. It's something I am looking into but isn't easy to track down. You can press the F1 key to reset the level if this occurs.

Tomeh999 wrote:Edit: After getting passed that part, in a later level, I died from a wolf and got this error...


I apologise to everyone for this crash because I did say in the release notes that I had fixed it. It has only recently been fixed a few days ago for v0.3 when I was finally able to track it down after spending over an hour debugging it. This crash occurs when the level tries to reset a second time. It only works once and then after that the engine falls over but like I said it has been properly fixed now but you'll have to wait for the next version which could be a while :|.

Tomeh999 wrote:Also, I find it quite odd how the sheep teleport to you when you jump. If you could use variables, or spawning actors/zones to make them jump where you jumped, that would be great!

Other than that, the game is fun and looks nice, but very simple, if you could add some more difficulty, I would love it :)


Haha they have to teleport to you otherwise they'd get stuck. I have had another complaint about the teleporting and the system has been improved slightly for the next version. I will look into it some more though ;). There are also plenty of new things coming in the next version that should help to make the game "less simple". I appreciate all of your suggestions and they should all be resolved in the next version :).
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Mike » Fri Nov 25, 2011 7:55 pm

Oh, is the crash in the version uploaded now? Why didn't you say so instead of complaining that you weren't able to submit a bug report? :P

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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Tomeh999 » Fri Nov 25, 2011 8:12 pm

After playing some more, I learned that going on the water doesn't kill you, you can walk on top of it.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby 11th Hour » Fri Nov 25, 2011 11:36 pm

Yeah I mentioned that to. (it's the same for the spikes) He said
Lee wrote:Little puzzled with this one as they should :/. Maybe I broke something when I released v0.2.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Sat Nov 26, 2011 6:08 am

Mike wrote:Oh, is the crash in the version uploaded now? Why didn't you say so instead of complaining that you weren't able to submit a bug report? :P


I thought I'd fixed the crash for this version, that's why :P. To re-create the crash you have to have at least 1 animal in your party, so you can do it on the second level. Collect a sheep and run into the wolf, the level will reset. Then collect the sheep again and run into the wolf a second time and the crash will take effect.

Tomeh999 wrote:After playing some more, I learned that going on the water doesn't kill you, you can walk on top of it.P


I've just realised that this is also related to the crash because I did program it to make the main player invulnerable if the reset code was playing up. If you were to play the game fresh, didn't lose any lives and then jump into water/spikes you should find that it works - anyway this has all been resolved in the next version :).
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Tomeh999 » Sat Nov 26, 2011 9:46 am

Lee wrote:Unfortunately I have been aware of this before I even released v0.1. It's something I am looking into but isn't easy to track down. You can press the F1 key to reset the level if this occurs.


The game disagrees:

Oops3.png


I got upset and pressed F1 quite a few times after the first press :P
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Sat Nov 26, 2011 11:52 am

Tomeh999 wrote:The game disagrees:

The attachment Oops3.png is no longer available


I got upset and pressed F1 quite a few times after the first press :P


Again it's related to the reset level code so that doesn't surprise me to be honest :P. Anything related to the reset code has been resolved in v0.3 ;).


26/11/2011: I've been working on the new main character (male) graphics today. It's took a few hours and I've made several different versions but I've finally made one that I am going to stick with. I've also had a chance to create a new walking animation and the new "Pull Up" pose that is used when harvesting root vegetables (new to v0.3):

pullup.jpg
New main character (male) sprite showing the new "Pull Up" pose.

Root Vegetables - these are going to replace the "hidden stars" currently in v0.1/v0.2. On various levels you will be able to harvest different root vegetables in order to complete collections. A completed collection can then be traded at the Market to unlock specific items that enhance the game play. There are three different leaves that indicate what type of root vegetable you could get. The smallest leaves are for carrots and parsnips, the medium-sized leaves are for beetroot and swede and the largest leaves are for potatoes and sweet potatoes.

To unlock the secret level a player must collect 3 sweet potatoes (instead of collecting all of the hidden stars). Sweet potatoes are hard to come by as there is only a 1% chance you will pull one up. Plants can be found on almost every level except for the levels in Act 5.

This is one of many new systems that will be coming to v0.3. The others will be announced later on :).
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Aut » Sun Nov 27, 2011 4:55 am

I love platformers! Very good graphics ... But there are bugs. But in terms of graphics is very good!
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Tomeh999 » Sun Nov 27, 2011 2:44 pm

Lee wrote:Root Vegetables - these are going to replace the "hidden stars" currently in v0.1/v0.2. On various levels you will be able to harvest different root vegetables in order to complete collections. A completed collection can then be traded at the Market to unlock specific items that enhance the game play. There are three different leaves that indicate what type of root vegetable you could get. The smallest leaves are for carrots and parsnips, the medium-sized leaves are for beetroot and swede and the largest leaves are for potatoes and sweet potatoes.

To unlock the secret level a player must collect 3 sweet potatoes (instead of collecting all of the hidden stars). Sweet potatoes are hard to come by as there is only a 1% chance you will pull one up. Plants can be found on almost every level except for the levels in Act 5.

This is one of many new systems that will be coming to v0.3. The others will be announced later on :).


Seems like a good idea, but what if after pulling up ALL the vegetables, the player doesn't find 3 sweet potatoes? I know that it would probably take some real bad luck for that to happen, but maybe you can adjust the % chance of finding them depending on the amount they have and the amount of vegetables they've rooted?
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Sun Nov 27, 2011 3:31 pm

Tomeh999 wrote:Seems like a good idea, but what if after pulling up ALL the vegetables, the player doesn't find 3 sweet potatoes? I know that it would probably take some real bad luck for that to happen, but maybe you can adjust the % chance of finding them depending on the amount they have and the amount of vegetables they've rooted?


The secret level is going to be put in place for those that don't want the game to end. Some users will be happy with the storyline and the set levels built while others will want to keep going, even though there has to be an end eventually. So unlocking the secret level is designed to be difficult because it is a reward for those who are determined to continue. You may be able to unlock it the first time around or you may have to play the game several times before you can finally unlock it but this is what makes the secret level so rewarding. The secret level isn't related to the main storyline so loads of ideas are currently floating around about how this secret level is going to be built and how can we really make it different and rewarding.

As much as we appreciate your suggestion it would make unlocking the the secret level easier and that is something we simply do not want to do.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Mr.Numbers » Sun Nov 27, 2011 4:18 pm

Ermm, but being off of 1% is still pretty dam stupid if you ask me :\

At the begging of the game, why not randomly select 3 of the vegetables throughout the game so that way its always possible to get the secret level. Putting a 1% chance there simple will piss people off and de-motivate people to get it. Plus the chance of getting it is dam near impossible, unless there are hundred's of these vegetables in the game.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Sun Nov 27, 2011 6:41 pm

Since you guys seem to be so put off by it I will consider changing it to your suggestion Mr. Numbers ;).

Small update:

roots.jpg

Do you think I should add roots, seen here in this screen shot, for the plants to make it look more realistic? It makes sense because of the dirt that you can now see (as opposed to the old graphics) but at the same time it doesn't look right because these are all root vegetables so you should also see the vegetable itself. With that said I could probably set it up so you can see the vegetable as well but it would eliminate the mystery part of it as you'd know exactly what you're harvesting. What are your thoughts on this? :|
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Mr.Numbers » Sun Nov 27, 2011 7:14 pm

If you are doing vegetables such as potatoes that grow underground, then I wouldent show the roots. Cause yes, that would give some of them away quite easily :P
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Fireleaf » Mon Nov 28, 2011 2:44 am

Visually speaking I like the roots. If that doesn't mess with gameplay, then go for it.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby 11th Hour » Mon Nov 28, 2011 8:56 am

Yeah the root's would make it more realistic; but hide the vegetable behind the grass. When I first read that you were adding roots I was like "it's like digging for gems", it wouldn't be as fun if you already knew what you were getting.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Mon Nov 28, 2011 2:02 pm

Seems to be a lot of mixed views about this here and with my beta testers so it is being left "undecided" for the time being :lol:.

In the meantime I have started to implement royalty-free sound effects to enhance the game play experience. I'm going to have to do some of the sound effects myself as finding good quality royalty-free sound effects isn't easy but it's all starting to come together quite well.

I am aiming to release the v0.3 taster sometime this week - don't hold me to that though :P.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby 11th Hour » Mon Nov 28, 2011 2:09 pm

My favorite sites for FREE sound effects are partners in rhyme and soundbible you should check them out (just search for them in google or whatever)
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Mon Nov 28, 2011 2:20 pm

11th Hour wrote:My favorite sites for FREE sound effects are partners in rhyme and soundbible you should check them out (just search for them in google or whatever)


Thanks. These sites are great :D!
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Mike » Mon Nov 28, 2011 3:32 pm

Be very careful and keep track to your sources, they absolutely must be royalty free and free of any copyright and have the ability to be used in a commercial product (assuming you plan to sell this game).

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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Mon Nov 28, 2011 4:17 pm

Mike wrote:Be very careful and keep track to your sources, they absolutely must be royalty free and free of any copyright and have the ability to be used in a commercial product...

All of my sound effects will either be made or from web sites that have truly royalty-free sound effects:

SoundJay.com wrote:You are allowed to use the sounds free of charge and royalty free in your projects (such as films, videos, games, presentations, animations, stage plays, radio plays, audio books, apps) be it for commercial or non-commercial purposes.


Mike wrote:...assuming you plan to sell this game

That was the original purpose of making this game 8D.


28/11/2011: No screen shots this time but I have been mainly adding sound effects to Farmyard Madness which obviously cannot be captured with a screen shot :P.

In addition to that I have been building my own cloud-generating system that will work alongside the weather system. It has many principles that are the same as the 001 cloud system, the main difference is that they will only spawn at the top of the level and not everywhere and anywhere. Another significant difference is there are more types of clouds than what the 001 cloud system allows meaning there could be nice fluffy white clouds on some levels and horrible dark grey clouds on other levels, with variations in its shape and size. Normally this wouldn't be possible with the 001 cloud system, unless the weather for each level is pre-set.

Another new system coming to v0.3 will be insects and birds in another effort to add unpredictability to the game. These are entirely decorative but it adds a more realistic feeling to the game while also adding some more unpredictability because they are not pre-set for each level. The birds are currently in place and they will simply fly across the screen at different speeds, etc. however they will not appear when it is heavily raining or appear on any of the Act 5 levels. There are also different types of birds/insects that only appear during the day/night. For example owls will only be seen at the night and their hoots add a nice spooky effect. Butterflies are one of the insects that will be added soon and they are a little more complicated because they not only flutter around but they may also decide to land on things or even circle the main character before deciding to fly off the edge of the screen.

All of this and much more will be in the v0.3 taster which grows more and more apart from v0.2 ;).
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Fireleaf » Tue Nov 29, 2011 1:59 am

Bugs and birds now? I'm beginning to believe this is not a game at all, but is--in fact--a small matrix. :shock:
The butterfly part will be especially interesting.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Mike » Tue Nov 29, 2011 2:31 am

Uh oh, hopefully you don't lose track of your end goal, get discouraged, and not complete this game. I don't mean to be harsh, but I truly do want to see you complete a game - you've been with us for far too long and brought so much hope so many times. How about toning it down a bit, and stay focused on a solid gameplay?

That's just my two cents, I could be wrong, and in the end, it's really up to you and how you want to affect the community and your own life.

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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Tue Nov 29, 2011 6:32 am

Mike wrote:Uh oh, hopefully you don't lose track of your end goal, get discouraged, and not complete this game. I don't mean to be harsh, but I truly do want to see you complete a game - you've been with us for far too long and brought so much hope so many times. How about toning it down a bit, and stay focused on a solid gameplay?

That's just my two cents, I could be wrong, and in the end, it's really up to you and how you want to affect the community and your own life.


I was actually thinking about this myself when I went to bed last night and I do agree with you. All of these new ideas would be a great addition but none of these were originally planned out and there is still much of the main game that is incomplete. I have decided to hold back on my new ideas, at least until more of the main systems are fully working the way I originally intended. My team also agree that we have gotten a little sidetracked with this game and although I have said they can still suggest new ideas, we won't implement any more new ideas until the main stuff is done and dusted.


29/11/2011: Started to get some of the main stuff sorted and out of the way today. Fixed a number of bugs, finished adding the sound effects for the taster levels, cleaned up some bloated code and added/improved some planned systems that have been on my list for a while. That's something else that I've cleaned up so I now have a much clearer view of the things that need to be done for the taster version.

Tomorrow I plan to finish off the last view graphical/animation improvements, fix some more bugs and get into re-writing the tutorial mode (which is being condensed into 3 levels instead of 4 and has various changes to introduce the new systems - like the vegetable harvesting, etc.)
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Chowow » Tue Nov 29, 2011 5:30 pm

Looks really good. :) I just sent you some stuff but no signs because I'm still experimenting with those.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Wed Nov 30, 2011 2:03 pm

Chowow wrote:I just sent you some stuff but no signs because I'm still experimenting with those.


The stuff looks amazing :D! I've started building them up in 001 but I've also discovered a crash in the subby version (which I've reported) so I can't really show them off in the game yet :(.

30/11/2011: Today I have been re-writing the tutorial mode. It's taken a little longer than I thought it would but the first level is now done and working like a charm. In the level I've completed you learn how to move, what the game objective is and how to harvest plants. I've made it a little more interactive than before as it will ask you to do certain things instead of just telling you all of the controls and letting you get on with it. So for example if will ask you to move right at the beginning and a little animated red arrow will point where you have to go. Then when you get there it will tell you to walk left, etc. Here are some screenie:

newtutorial.jpg
newtutorial2.jpg
newtutorial3.jpg

Controls, explained in the tutorial, will only enable after the hint has told you about it. So even if you know that the Down arrow key is for harvesting vegetables you won't be able to harvest them until you get to that part of the tutorial.

The second tutorial level talks about jumping as there are now two ways of jumping. The regular jumping has been reduced so you won't jump as high as before but if you press Up and Jump you will be able to jump up higher and grab onto ledges that are too high for the regular jump. This tutorial also goes over a few things like predators and how to scale walls, etc.

The last tutorial level is where you are asked to put your skills to the test. The level contains various things that you've learned about in the previous two levels and no hints are given as to how to complete the level ;).
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Fireleaf » Wed Nov 30, 2011 10:14 pm

Spiffy! Hoorah for levels that require thinking.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby 11th Hour » Wed Nov 30, 2011 10:44 pm

What's this thing called thinking? ;)
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Thu Dec 01, 2011 10:45 am

01/12/2011: First day of December. I've mostly been fixing bugs and continuing my efforts to re-write the tutorial mode. Here is how the second level looks now:

tutlevel2.jpg

The wolf and the sheep sprites are still undergoing their makeover so you can still see the original sprites in this screen shot.

I've also been improving the moving platform behavioural code so that it works a little better. It is still far from being perfect but you can now actually walk off platforms - instead of having to jump off because otherwise you're constantly stuck on it :lol:.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Aleff Correa » Thu Dec 01, 2011 3:19 pm

PLEASE, I'M BEGGING YOU, DON'T GIVE UP ON THIS GAME.

Seriously, this game has professional quality, stuff that you see on those famous iPhone games. Please don't give up, finish it, FOR AMERICA! *guile theme plays*

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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Tue Dec 06, 2011 11:21 am

Aleff Correa wrote:PLEASE, I'M BEGGING YOU, DON'T GIVE UP ON THIS GAME.

Seriously, this game has professional quality, stuff that you see on those famous iPhone games. Please don't give up, finish it, FOR AMERICA! *guile theme plays*


Thank you. We are trying our hardest to make this game the best we possibly can so that it stands a good chance when it comes to publishing it. Me and my team intend to finish this game and it's supporters like yourself that are helping to make this happen but what is also a real motivator is that Alomerain needs this game to succeed if we plan on continuing as a business. Even though we've fallen on rough times I am kind of glad that we have because if things were going swimmingly I would never have thought about creating a game and we're all really enjoying it here at Alomerain. If the game is successful we plan on converting our business into creating games on a more permanent basis :D.

We do depend on people to give us feedback though as it helps us to see if we're on the right course and also how many people are interested in it, which of course is a big factor as we plan on selling it. Our real eye-opener will be when we release the full v0.3 alpha as that is when the game will start looking and feeling like the finished product.


03/12/2011: Getting ever so closer to releasing the v0.3 taster. The graphics/animations are almost out of the way and all of the heavy duty coding is in place. There are still some bugs to fix and it needs to be tested to make sure everything works as intended but other than that we're good to go. Once we've gotten all of these things done we'll release the taster version. It shouldn't take longer than a few days :).


06/12/2011: It's been a few days since I last posted. I'm afraid something came up so I'm a little off track. Anyway today I have finally started implementing the Market, which is one of the main systems that I needed to get off my list. Most of the coding is now done for the Market but there are still a few lose ends to tie up. Here is how it looks when you've unlocked all of the items:

market.jpg

Every time you complete an Act you unlock the next item (so the Running Shoes are unlocked by default, the Extra Lives are unlocked after completing Act 1, the Jumping Boots are unlocked after completing Act 2, etc.) Items that are still locked will not show. I'm thinking about changing the layout as I am not quite happy with it at the moment.
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby noeneto123 » Tue Dec 06, 2011 6:28 pm

Amazing shop! :shock:

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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Mr.Numbers » Tue Dec 06, 2011 6:50 pm

Wow, your amazing at art :o

We could totally work together after your done your game :@ Combining my scripting with your art would be epic :D

Well, you wouldent be able to open the project after I open it... But doesnt mean you can't do art :D
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Wed Dec 07, 2011 5:50 am

noeneto123 wrote:Amazing shop!


Thanks :D.

Mr.Numbers wrote:Wow, your amazing at art


Thanks, though looking at this screen shot now I think I'll probably be making some changes in versions to come. I'm never satisfied with my work :lol:.

Mr.Numbers wrote:We could totally work together after your done your game. Combining my scripting with your art would be epic


I agree. I mean I'm not bad at scripting but I'll admit, next to you, I'm still an amateur ;). We're both working on exceptionally great games but if we combined our talents I bet we could make something legendary :D!
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby 11th Hour » Wed Dec 07, 2011 8:49 am

Off Topic: You could make a game like Secret of Mana 3! (You could spend all your time on graphics and Mr. Numbers could script the gameplay.)
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Re: Farmyard Madness - ALPHA - v0.2 available!

Postby Lee » Fri Dec 09, 2011 4:19 pm

11th Hour wrote:Off Topic: You could make a game like Secret of Mana 3! (You could spend all your time on graphics and Mr. Numbers could script the gameplay.)


IF me and Mr. Numbers decide to create a game together that is ;). It was just an idea after all. I wouldn't count on it happening any time soon :P.


07/12/2011: Lots of little updates have been made today, one of which is the level design. Each level in the v0.3 taster has had some tweaks, some of them are more noticeable than others. I've taken a few screen shots to show you all:

tutorial3.jpg
Something I forgot to show you guys a few days ago... this is the new third Tutorial Level.


new10.jpg
This is the new Level 10.


new13.jpg
This is the new Level 13. Another map where it is rainy, classic British weather.


new11.jpg
This is the new Level 11. The wolf still hasn't been replaced yet as I'm not happy with the re-makes I've made.

I've managed to finish the Market today as well and I've also managed to fix a few bugs too. There is very little that needs to be done now but the subby version I am using has broken a few things (which Mike has fixed for the next version) so you may see a few glitches that shouldn't be there. I will mention them in the change log so that no-one reports it as a bug.


08/12/2011: I'll be releasing the v0.3 Taster sometime tomorrow. I'm currently in the middle of working on a new wolf graphic, so far I like this one, so once that is finished I can just stick it in 001 and then test the game to make sure everything works properly before releasing it to you guys :D!


09/12/2011: THE v0.3 TASTER IS NOW AVAILABLE! SEE FIRST POST FOR DETAILS!

Here's what some of my testers have said:

A vast improvement over the last version. It hasn't just passed a milestone it has gone past several! Still can't believe this is the same game xD.


This isn't Farmyard Madness. This is Farmyard Madness 2!


There are a few glitches but with that said a lot has been added so these kinds of things are unavoidable. I can't believe it's the same game, the graphics alone are great and combined with all the other stuff this game is amazing.


^ In regards to the last quote there are some minor glitches that my beta testers reported moments after I'd finished uploading it! None of them are serious so far but I will probably release a patch in the next couple of days to fix all of them and any others that they find or you guys find.

REMEMBER; the main reason for this release is not to report glitches that I missed during my initial test but to comment on all of the new stuff I've added/changed. I've made rather a lot of changes and before I continue I would like feedback from you guys to make sure I am heading in the right direction with this. That way if I am off course I can make the appropriate corrections before applying it to the entire game.

Thanks again to all of those who are supporting the project :).
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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby Fireleaf » Sat Dec 10, 2011 6:03 pm

Is that a fish in the water? Man this is turning out good.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby 11th Hour » Sat Dec 10, 2011 8:34 pm

Yipee!!! Version 0.3!!

Can't wait to finish testing it!


UPDATE:
I noticed that the wolf can't hurt you while you're harvesting. Is that supposed to happen?
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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby Chowow » Sat Dec 10, 2011 10:25 pm

The maps look very good Lee. I especially like the plants in the ground. :)
Thanks for reading this post. :)
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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby Lee » Sun Dec 11, 2011 8:06 am

Fireleaf wrote:Is that a fish in the water? Man this is turning out good.


Lee wrote:-> Added fish and seaweed in water ;).


11th Hour wrote:I noticed that the wolf can't hurt you while you're harvesting. Is that supposed to happen?


Yes it is. It's because when you're harvesting vegetables you cannot move for a split second or so and it made it slightly unfair as you cannot get out of the way of the predators so they have been programmed not to hurt you if you cannot move. This being said I am looking into speeding up the harvesting process and I've had some suggestions from my beta testers of including a digging animation which I am considering.

Chowow wrote:The maps look very good Lee. I especially like the plants in the ground. :)


Thank you. A lot of people like the new vegetable system so at least I know I've done right there.


11/12/2011: I've had quite a thorough list from my beta testers of all the little glitches in this new version and I'm thinking about releasing a patch version (v0.3.1) to fix these issues.

I very much appreciate all of your comments but is there anything you can pick out that you don't particularly like? I personally am not happy with the wolf (which is a scaled down version of the Big Bad Wolf boss) so I am going to clean that up a bit. I'm also going to have another stab at the walking animation for the main character as it is not quite looking right.

I will begin making these changes to the full game and there will be some dramatic improvements (especially for the Act 5 levels which are currently the worst in the game). The other bosses will also be making an appearance in the next version as well. More information on the full v0.3 release will be announced a little later down the road ;).
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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby 11th Hour » Sun Dec 11, 2011 3:02 pm

The thing that I don't like about the wolfs is that they have red on them. It makes them look out of place and a bit unnatural (Man, I don't know how you can take so much constructive critisim without getting mad)
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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby Lee » Tue Dec 13, 2011 12:11 pm

11th Hour wrote:The thing that I don't like about the wolfs is that they have red on them. It makes them look out of place and a bit unnatural (Man, I don't know how you can take so much constructive critisim without getting mad)


I agree the red does seem somewhat out of place. I'll probably change it to a dark grey or something.

I don't mind constructive criticism because it helps guide me in the right direction. If someone were to simply criticise my work and not give any reason behind it then I would take offence. So as long as your criticism has some sort of reasoning behind it then I don't mind at all :).


12/12/2011: My musician is currently revamping all of the music, after playing the newest version he decided that the music needed to become "less simple". He has also finished several pieces that originally weren't ready (such as the Act 2 music). All of these new music pieces will be ready for the FULL v0.3 release :D.


13/12/2011: We've hit a bit of a wall with the porting of Farmyard Madness to iOS and Android. As a result we are having to completely gut a lot of the core game components and re-build them all from the ground up. This is our fault because we forgot to take the different resolutions into account when we first started building this game in 001 :oops:.

This is partially bad news but is also a good thing as well. The bad part being that this isn't an easy task and is going to delay our initial goal date for releasing the final version. The good part is that we are now able to re-write a lot of the old bloated code and make it all a lot more efficient. We've gone back to our plans and started making a few revisions and we're also carefully planning out all of our code so that we can not only make it more efficient but also make sure it is more flexible so that when we need to make modifications in the future it will be a much simpler task.

One of the revisions we've made is with the HUD - which didn't receive any criticism for its design but has received some criticism because of it being in the way on certain levels. Here is the prototype for the new HUD:

hud_prototype.jpg
A prototype of a new HUD for Farmyard Madness.
hud_prototype.jpg (4.59 KiB) Viewed 1744 times


hud_prototype_full.jpg

As you can see the new HUD is a lot more simplistic but before you start criticising the simplicity of it let me tell you how this helps us. The new HUD allows us to extend the maximum total of points a player can have from 9,999 to 9,999,999 (it could be even more if we wanted). The same can be said with the lives which now has a new maximum of 99 instead of only 5. The reason these changes couldn't be done with the old HUD was because of how the old HUD was designed which restricted us from increasing these values.

We're also completely removing the time from the top of each level because it isn't needed. Instead you will see the time it took you to complete the level on the "Level Complete" screen as well as various other things that show you how the points/ranking system works. With that said you will still see the time when you are on a level that has a countdown timer (as shown in the screen shots above) but this timer is much more simplistic.

We're also going to implement a new feature that will hide the various elements of the HUD when they're not needed. For example; the "Lives" field will only be visible when the player loses a life, it will then stay on screen for a few seconds and then hide. It is a similar case with the "Points" field in that it will only be visible when the player scores points. Some of my beta testers don't like the idea of the HUD disappearing which is also why I will be making this an option on the "Game Options" screen so you will be able to choose whether or not you want the HUD to hide or for it to stay on screen permanently.
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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby Chowow » Tue Dec 13, 2011 11:20 pm

Wow you guys really put lots of work into this. If you hold still do the wolves hurt you?
Thanks for reading this post. :)
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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby 11th Hour » Wed Dec 14, 2011 11:44 am

Yes, they do. you should try playing it.
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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby Lee » Sat Dec 17, 2011 7:26 am

15/12/2011: We're slowly getting back on track and we've nailed our iOS/Android problem. It isn't a quick fix but it is certainly doable. We're still in the process of planning everything out and we've made a number of revisions that my beta testers are quite excited about. We've also restored our original goal date for the final version as we think that we can still achieve it.

Sometime, during this hectic schedule of mine, I will get around to creating the official Farmyard Madness web site. One of my team members is working on the official Facebook page and that should be ready fairly soon. We will then be able to post updates more frequently.

I'm afraid we've forgotten about the v0.3.1 patch version we were originally going to release. We've sort of just jumped into the v0.3 FULL version (which may become v0.4). This next version will be the last Alpha version as it will have everything that we originally wanted to put into the game as well as a lot of other stuff that people have suggested. We may still decide to make minor additions/changes once we've passed the Alpha testing stage but there won't be any more big systems/features after this next version.

As always I'll try to keep you guys updated as we go :).


EDIT: We now have an official Facebook page! See my signature.


17/12/2011: Remember that special bundle pack I mentioned a while ago? Well it's finally here, only we've changed how people will get it. A Farmyard Madness prize draw has been created where 5 lucky people will be randomly selected, after the closing date, to win a FREE copy of the game along with exclusive extras that are only available in the prize draw. To enter you simply have to "Like" our Farmyard Madness Facebook page (see signature for link) and you'll be automatically entered into the prize draw. For full details and Terms and Conditions check out the link on our Facebook page. Good luck :D!

Game related news; our planning efforts are still continuing however we've started making some progress with our re-building process. Several bits of bloated code have now been replaced with a much more cleaner and efficient piece of code. We've also dramatically reduced the number of global variables that we'll be using in the game which means the game will use a little less of your computers resources. We're currently working on the new level designs that we aim to complete within the next week or so :).

I also thought I'd inform you all that we're going to start using our Facebook page to deliver news more frequently. We will still try and keep this topic updated as well but we will no longer be posting daily updates here, instead we'll only post the more significant updates (such as when new versions are available).
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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby Chowow » Sun Dec 18, 2011 2:51 am

Glad to hear it is going well. :)
Thanks for reading this post. :)
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Re: Farmyard Madness - ALPHA - v0.3 Taster OUT NOW!

Postby Lee » Mon Jan 09, 2012 6:36 pm

Chowow wrote:Glad to hear it is going well. :)


Thanks.


All of our plans have now been finalised, meaning that we will not make any more large additions to the game beyond this point. We are now continuing our efforts with the level re-design as planned.

We've also decided to discontinue our open Alpha/Beta testing stages as we feel that this will discourage people from buying the game if they've already had a chance to play through all of the levels. Since the next version is having complete level re-designs it will be like playing a completely new game, not to mention that there are now a nice even 100 levels in the game as we've recently added a new Act.

This means that the current version on the 001 site is the LAST version that you guys will be able to download for FREE (not including the demo version that will be available sometime after the initial release). Of course there will be videos, screenshots and an official trailer to show off the game and encourage people to buy it.

If you still want to support the project you can do so by liking our Facebook page where you can get all the latest info about the game and when the official web site will be available.



09/01/2012: To update those that haven't yet subscribed to our Facebook page here is some of the latest news about the project:

Farmyard Madness Facebook Page wrote:During the initial open Alpha testing stage we were able to collect a lot of information, from players, about their experiences with the game. The top 3 complaints were:

"Levels are too small"

"Levels are too easy"

"There aren't enough levels"

We've spent the last 3 weeks correcting this, as we feel that it is a very serious complaint about the game that others may share on release. So after 3 long weeks of hard re-design work we've finally managed to resolve these issues. Details are below:

  • All 84 levels are now 75% larger than in previous versions.
  • 16 BRAND-NEW levels have been created.
  • Secret areas can now be found on many levels in the game.
  • "Out of reach" areas can also be found on many levels to encourage players to re-play levels once they've unlocked certain abilities at the Market.
  • 3 bonus levels have been created and can be accessed through special doorways on specific levels.
  • The camera is no longer focussed on the entire level (instead only focussed on the area around the main character).

These changes have made a dramatic difference to the games playability and our beta testers will soon get a taste of it.

As we mentioned in an earlier post the open Alpha/Beta testing has been closed and will now be done by a select group of people instead. We've taken note of all the suggestions we received during the initial Alpha testing stage and incorporated as many as we could into the final planning. Some ideas were filtered out that we felt wouldn't work in the game but a lot of the suggestions made sense and we've made the appropriate changes.
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Re: Farmyard Madness

Postby Chowow » Tue Jan 10, 2012 2:43 pm

Sounds like things are going really well. I can't wait to see what the final version looks like. :)
Thanks for reading this post. :)
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Re: Farmyard Madness

Postby Lee » Tue Jan 10, 2012 3:42 pm

10/01/2012: Something I just put up and thought I'd share with you guys. The game graphics are getting one last polish before release. Here's something I've been working on today:

hanging_moss_platform.png
hanging_moss_platform.png (8.87 KiB) Viewed 1962 times

The 'Boogie Swamp' platforms have been re-textured and re-coloured. I've also experimented by drawing some hanging moss, which has turned out quite well :). I will soon put together a full screenshot of the game with all the various graphical enhancements that I've been working on to give you guys a sneak peak of what the game will look like on release.
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Re: Farmyard Madness

Postby 11th Hour » Tue Jan 10, 2012 4:00 pm

I want to buy the game now! :D
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Re: Farmyard Madness

Postby Lee » Wed Jan 11, 2012 3:14 pm

11th Hour wrote:I want to buy the game now! :D


I want you to buy this game now ;).


11/01/2012: Many more graphics have been re-textured, re-coloured and in some cases re-designed. A screenshot will be put together in the next few days to showcase some of these new graphics. In addition to this news I thought I would share a new feature that was introduced a few weeks ago:

elemental_orbs.png
elemental_orbs.png (18.56 KiB) Viewed 1946 times

Elemental Orbs - Fire, Ice and Lightning. These may randomly appear on certain levels and can be quite useful in a crunch. Fire orbs will incinerate all of the predators on the level, Ice orbs will freeze predators and water for a limited time and Lightning orbs will strike down predators randomly but will also short-circuit all electrical equipment (The Meat Factory).

Use them wisely...
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Re: Farmyard Madness

Postby Mr.Numbers » Wed Jan 11, 2012 3:30 pm

Nice :D But shouldent the lightning be yellow? :P
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Re: Farmyard Madness

Postby Lee » Fri Jan 13, 2012 1:02 pm

Scroll down to see the new stuff

Mr.Numbers wrote:Nice :D But shouldent the lightning be yellow? :P


No, not really:

Image

I only used yellow for the 'Lightning' text bit because I wanted it to stand out from the white text on the forum :P.


13/01/2012: The game graphic polishing is coming along really well. I thought this time I'd show a comparison of previous versions, so here it is:

graphical_evolution.png

The graphics made for the first version (v0.1) were basic...really basic. I wanted people to give feedback on the game play rather than how the game looked so the graphics were just put together rather quickly. In v0.3 I re-did the graphics and made many improvements but I was still unsatisfied despite all the compliments I got from you guys. Finally in the release version (v1.0.0) I've really given it everything I've got to show off my talents. I've also started looking at real-life photographs in order to make my graphics more realistic - as you can see the colours really emphasise that.

I could probably put together several in-game screenshots because I've really got stuck into these graphics and finished more than I thought I would however I'm going to hold off a little longer so that I can also show off the new main character(s) and predators :).


14/01/2012: Scrap what I said earlier. Here is a full-sized screenshot of one of the levels in the new 'Cloud Top' act. Animals and predators have been purposely removed.

cloud_top.jpg

Arrows have also been placed onto the screenshot to show that some platforms move.
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Re: Farmyard Madness

Postby Chowow » Sat Jan 14, 2012 4:30 pm

Those look really good! What kinds of animals do you gather up there? If you wanted to put in predators you could have eagles or something.
Thanks for reading this post. :)
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Re: Farmyard Madness

Postby 11th Hour » Sat Jan 14, 2012 10:05 pm

The first thing I thought when I opened the screenshot in a new tab, "wow that's a big map" :lol:
Great job again (as always). Are you using Photoshop for you resources (I think GIMP would take a lot of work to get graphics that good and it's kind of impossible to get graphics that good with MS-Paint)

(well impossible unless you're Ixayou)
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Re: Farmyard Madness

Postby Lee » Sun Jan 15, 2012 7:51 am

Chowow wrote:Those look really good! What kinds of animals do you gather up there? If you wanted to put in predators you could have eagles or something.


You collect ducks on this particular act. The predators for this act have already been decided (they're new predators) but thanks for the suggestion :).

11th Hour wrote:The first thing I thought when I opened the screenshot in a new tab, "wow that's a big map" :lol:
Great job again (as always). Are you using Photoshop for you resources (I think GIMP would take a lot of work to get graphics that good and it's kind of impossible to get graphics that good with MS-Paint)

(well impossible unless you're Ixayou)


Yes all of the maps are 75% larger than before. You also won't see the entire map when you play the game which adds a little bit of extra difficulty as you won't know what is ahead.

I used MS-Paint ;). Nah, the key difference between my graphics and the majority of graphics made by other users is that all of my work is vector-based as opposed to pixel art (with the exception of the last level where pixel art has been used deliberately - thanks again Chowow :D). That's why my graphics have a certain smoothness to them.
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Re: Farmyard Madness

Postby 11th Hour » Sun Jan 15, 2012 9:03 am

What's vector based? I'd like to get a few graphics smooth like that in my game.
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Re: Farmyard Madness

Postby Lee » Thu Jan 19, 2012 6:38 pm

11th Hour wrote:What's vector based? I'd like to get a few graphics smooth like that in my game.


Vector graphics:
Code: Select all
http://en.wikipedia.org/wiki/Vector_graphics


You'd need a vector drawing program like Adobe Illustrator, CorelDraw, Xara, Inkscape, etc. :)



19/01/2012: Like the rest of the graphics, the main character has also had a little touch up. I've also finally gotten around to creating a girl variation so you will now have a choice as to whether you'd like to play as a boy or a girl at the start of the game.

main_characters.jpg
main_characters.jpg (6.6 KiB) Viewed 1847 times

Here you can see several new poses, including the new 'Harvest' pose where you actually have a digging animation instead of just kneeling down. The 'Walking' pose has also been improved and there are some entirely new poses such as the 'Dying' pose.
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Re: Farmyard Madness

Postby Tomeh999 » Thu Jan 19, 2012 7:33 pm

Damn you and your great art skills! Those characters look too amazing!
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Re: Farmyard Madness

Postby Lee » Sat Jan 21, 2012 6:04 pm

Tomeh999 wrote:Damn you and your great art skills! Those characters look too amazing!


Thanks Tom :D!


21/01/2012: Baddies (Part 1) - I'm doing the last of my graphical touch ups now. One of the complaints, during the open Alpha testing, was the lack of Baddies in the game (and quite right too). So in addition to cleaning up the existing Baddies I've also started to create completely new ones - as seen here. The rat and the hedgehog are completely new to the game!

baddies1.png
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Part 2 coming soon - where more of the Baddies will be revealed ;)!
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Re: Farmyard Madness

Postby Chowow » Wed Jan 25, 2012 12:27 am

Looking really good Lee. I like the hedgehog.
Thanks for reading this post. :)
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Re: Farmyard Madness

Postby tower07 » Thu Jan 26, 2012 11:09 am

This game is absolutely amazing.
Also, I have seem to have found something.
When I press F1, the background changes.
Was this intentional?

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Re: Farmyard Madness

Postby Lee » Thu Jan 26, 2012 3:31 pm

tower07 wrote:This game is absolutely amazing.
Also, I have seem to have found something.
When I press F1, the background changes.
Was this intentional?


Glad you like the game :). If you think the v0.3 Taster is amazing then you'll be blown away by the release version ;).

The F1 key simply resets the level (for those that got stuck in platforms, as that was a glitch). The background changes because of the Weather system. Each time the level resets so does the weather. This won't happen in the release version, as the F1 key won't be needed any more.
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Re: Farmyard Madness

Postby tower07 » Thu Jan 26, 2012 5:28 pm

Lee wrote:
tower07 wrote:This game is absolutely amazing.
Also, I have seem to have found something.
When I press F1, the background changes.
Was this intentional?


Glad you like the game :). If you think the v0.3 Taster is amazing then you'll be blown away by the release version ;).

The F1 key simply resets the level (for those that got stuck in platforms, as that was a glitch). The background changes because of the Weather system. Each time the level resets so does the weather. This won't happen in the release version, as the F1 key won't be needed any more.


Ohh, okay.
Looking forward to the release!
And by the way, the post I quoted was the 100th one on this thread!

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Re: Farmyard Madness

Postby Lee » Sun Feb 05, 2012 1:17 pm

05/02/2012: It's been a while since I posted. To fill you all in the game is coming along nicely and is scheduled to go into Beta testing soon. Here is an in-game screenshot showing a level in the 'Icy Mountain' act:

icy_mountain.jpg

...and here's an in-game screenshot of a level in the 'Boogie Swamp' act:

boogie_swamp.jpg
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Re: Farmyard Madness

Postby Tomeh999 » Sun Feb 05, 2012 1:21 pm

So.... pretty....
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Re: Farmyard Madness

Postby tower07 » Sun Feb 05, 2012 1:45 pm

Probably the best graphics ever on a 001 game.

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Re: Farmyard Madness

Postby Mr.Numbers » Sun Feb 05, 2012 1:49 pm

What about the moving platforms? :x

Hahaha, but yeah, gawdly artwork :O Simply amazing!
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Re: Farmyard Madness

Postby Lee » Sun Feb 05, 2012 3:19 pm

Tomeh999 wrote:So.... pretty....


Thanks :D!

tower07 wrote:Probably the best graphics ever on a 001 game.


Really? :o I don't think they're that good - Then again I'm always criticising my own work xD. Thanks :D!

Mr.Numbers wrote:What about the moving platforms?

Hahaha, but yeah, gawdly artwork :O Simply amazing!


Screenshots don't really do it justice. I'd need to make a video to show them off and I will in the trailer ;).
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Re: Farmyard Madness

Postby SBG » Sun Feb 05, 2012 4:58 pm

Swamp level looks amazing. You should make the fire at the bottom have particle generation!

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Re: Farmyard Madness

Postby Chowow » Mon Feb 06, 2012 12:08 am

I'm a big fan of those mountains. They look very polished. I so can't wait for this even more now!
Thanks for reading this post. :)
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Re: Farmyard Madness

Postby Indiana 266 » Mon Feb 06, 2012 10:13 am

I think The Traveller has the best graphics.
But anyways, nice job dude. The platforms on the Boogie swamp look pretty camouflaged, that's gonna be a hard level.
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Re: Farmyard Madness

Postby Lee » Mon Feb 06, 2012 5:30 pm

Chowow wrote:I'm a big fan of those mountains. They look very polished. I so can't wait for this even more now!


Thanks :)!

Indiana 266 wrote:But anyways, nice job dude. The platforms on the Boogie swamp look pretty camouflaged, that's gonna be a hard level.


It's meant to be a hard level :P but there is too much smoke in that screenshot so I will probably tone it down a bit.



06/02/2012: Baddies Part 2! (I just realised that I hadn't posted these so here they are):

baddies2.jpg
baddies2.jpg (4.78 KiB) Viewed 1825 times

Just to clarify something; the human on the far right doesn't look like that normally, this is the pose that plays when the player jumps on him. Basically his hat is pushed over his head and then he starts frantically running backwards and forwards trying to get it off. This allows you to get past them as they usually have rifles and will try to shoot you :P.

There has also been a few changes to how the Baddies and the Main Character react to one another. In previous versions every baddie would mean death simply by walking into them or jumping on them however I've changed this system to make things more fun, here are the details:

  • Rats/Vultures - can be killed simply by jumping on them.
  • Hedgehogs - will explode when you get within a certain distance, sending out spikes that fly out in different directions.
  • Wolves/Humans - can be stunned by jumping on them but will quickly regain mobility and continue on as normal.
  • Yetis/Bears - will go mad if you walk into them/jump on them (they will begin to flash red and increase speed - touching them in this state will kill you).
  • Foxes - run away when you are within a certain distance however their speed greatly increases and you will die if they run into you.


In other news... BETA TESTERS WANTED!

Although we are not ready to start beta testing the game just yet, we want to announce it now so that people can start thinking about it/sign up if they wish. We are looking for people who can be critical and who can point out every single flaw (no matter how small). If you don't like to criticise other peoples work then please DON'T sign up. We really only want serious testers who don't mind criticising something if they think it should look/behave differently. Of course when we say 'criticise' we are referring to constructive criticism, as in giving a reason as to why you think something is wrong/needs changing and not just insulting our work...

If you are interested please send me a PM and I will add you to the list. Due to the size of the game we will most likely break the testing down into groups, so you will not be asked to test the entire game - rather just a certain amount of levels.

Thanks for the continued support of this project :)!
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Re: Farmyard Madness

Postby Chowow » Tue Feb 07, 2012 5:09 pm

I could probably beta test if it doesn't take very long. Maybe. I'll let you know closer to when you need testers.
Thanks for reading this post. :)
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Re: Farmyard Madness

Postby Indiana 266 » Tue Feb 07, 2012 5:34 pm

You know that most people will gladly beta test over anything else right?
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Re: Farmyard Madness

Postby Lee » Wed Feb 08, 2012 6:18 am

Chowow wrote:I could probably beta test if it doesn't take very long. Maybe. I'll let you know closer to when you need testers.


It shouldn't take too long to be honest. Like I mentioned in my earlier post, you will not be asked to test the entire game - We've decided that each person will only test 2 acts (that's 32/100 levels). Of course there are also other little things like bonus levels and things like the Market, etc. but there's not a lot that can go wrong with them to be honest.

Indiana 266 wrote:You know that most people will gladly beta test over anything else right?


I am aware of that but we're not looking for just anyone. We're looking for serious testers who can point out even the smallest of flaws. Besides myself, there is only 1 other person on my team that is capable of testing a project, like this, properly. We want to find others who have a sharp eye and a critical mind because we want to ensure that this game works and feels right, so that it (hopefully!) sells well.
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Re: Farmyard Madness

Postby 11th Hour » Wed Feb 08, 2012 8:48 am

I pretty busy but I'm also an in-depth tester; so, about how much time will I have to spend testing (estimated) if I do test?
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Re: Farmyard Madness

Postby Lee » Wed Feb 08, 2012 3:02 pm

11th Hour wrote:I pretty busy but I'm also an in-depth tester; so, about how much time will I have to spend testing (estimated) if I do test?


If you really ploughed through you could probably get it done in a day but it really all depends on the player and how long it takes you to play each level/test everything out. It will vary from person to person as everyone works at different speeds.


08/02/2012: Today I've mostly done code-related stuff but I thought I'd show another in-game screenshot:

woodland_forest.jpg

Spikes have been replaced with thorns as it is more realistic and also looks better too.
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Re: Farmyard Madness

Postby tower07 » Wed Feb 08, 2012 11:45 pm

I would test, but I have my hands all tied up with my own games. :?

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Re: Farmyard Madness

Postby Lee » Thu Feb 09, 2012 5:43 pm

09/02/2012: I've been doing more code-related stuff today so I'll just show a few more in-game screenshots. This time of some of the other acts:

misty_meadow.jpg

Here's a screenshot from one of the levels in the 'Misty Meadow' act...

meat_factory.jpg

...and here's an in-game screenshot of one of the levels in the 'Meat Factory'.
Last edited by Lee on Fri Feb 10, 2012 11:06 am, edited 1 time in total.
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Re: Farmyard Madness

Postby tower07 » Thu Feb 09, 2012 5:55 pm

Lee wrote:...and here's an in-game screenshot of one of the levels in the 'Meat Factory'.

Meat... Factory? *Instantly drops ham sandwich*

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Re: Farmyard Madness

Postby metomunc » Thu Feb 09, 2012 10:48 pm

Looks really good. I'd test if I had time.
Who should I really listen to?

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Re: Farmyard Madness

Postby 11th Hour » Fri Feb 10, 2012 12:16 am

lol so many people have such great games they don't have much time to do anything else :lol:
I'll put in a day or two... or three....... maybe four, of beta testing for ya if I could?
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Re: Farmyard Madness

Postby Lee » Fri Feb 10, 2012 6:17 pm

11th Hour wrote:I'll put in a day or two... or three....... maybe four, of beta testing for ya if I could?


That would be great :).


10/02/2012: Today I think I'll show a screenshot of one of the boss levels. Here is a screenshot of the last boss level (WIP) where special art has been made specifically for this level only (courtesy of Chowow):

boss.jpg

This screenshot only shows off some of the art that has been made for this particular level.
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Re: Farmyard Madness

Postby tower07 » Fri Feb 10, 2012 11:32 pm

Looks like a jelly fish. :lol:

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Re: Farmyard Madness

Postby 11th Hour » Sat Feb 11, 2012 9:34 am

I'd say jello but yeah jelly fish works to.
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Re: Farmyard Madness

Postby Lee » Sat Feb 11, 2012 12:20 pm

Essentially yes :lol:. It is just a giant blob of goo that mutated from...Best not to give away the ending of the story :P


11/02/2012: GUIs today! I want to keep mixing it up so that I don't always show screenshots of just the levels. Today I'm going to show the new compact Market that appears on the 'Level Complete' screen (instead of being a completely separate interface). A small button is on the left hand side of the screen which then expands out to the compact Market, when clicked:

market1.jpg

You can quite clearly see why I am referring to it as the 'compact' Market - as it is considerably smaller than before. I've changed the icons to actually include the main character (which changes depending on whether you chose to be a boy/girl at the start). The buttons now have roll-overs (as do all of the other buttons for menus, etc.) and they change colour depending on whether or not you can afford them.

market2.jpg

As you can see here the icons have changed because I'm playing as the girl and I don't have enough carrots to trade for the 'Speedy Shoes' so the button has changed red. There is also a tool tip for each item in the Market and it gives a brief description of what the item does and how much it costs. If you don't have enough it tells you how many more you need before you can trade for it (as shown here) :).
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Re: Farmyard Madness

Postby 11th Hour » Sat Feb 11, 2012 3:10 pm

How do you manage to build the levels and get so much done in so little time?
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Re: Farmyard Madness

Postby Mr.Numbers » Sat Feb 11, 2012 3:23 pm

Ive come to the conclusion that he really has 10 monkeys making all his artwork for him while he simply puts it into 001 8)
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Re: Farmyard Madness

Postby Lee » Sat Feb 11, 2012 3:50 pm

11th Hour wrote:How do you manage to build the levels and get so much done in so little time?


Mr.Numbers wrote:Ive come to the conclusion that he really has 10 monkeys making all his artwork for him while he simply puts it into 001 8)


Shhhh Numbers! Don't tell everyone :P. In all seriousness though I am just spending more and more time on this project. In fact I haven't done much else recently. I go to work, then work on Farmyard Madness, go to bed and repeat cycle xD.
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Re: Farmyard Madness

Postby 11th Hour » Sat Feb 11, 2012 3:52 pm

What about fun? Movies? Fun...(oh wait I already said that)
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Re: Farmyard Madness

Postby Lee » Sat Feb 11, 2012 4:08 pm

11th Hour wrote:What about fun? Movies? Fun...(oh wait I already said that)


Farmyard Madness IS fun! If creating this game wasn't fun I wouldn't be creating it! :P I enjoy making all the graphics/GUIs/etc. and playing around with my game. Game development is a fun thing and as the game gets closer and closer to completion it becomes more fun!

Since I work at a super fast rate, I have just finished creating the new Main Menu for Farmyard Madness (my first attempt was created before v0.1 was released, yeah really old, so it made sense to show the updated version):

titlescreen.jpg

I've tried to keep it similar to my very first one, as I did like the layout and general design. Ignore the mass amount of actors on that screenshot. I've still got to finishing programming them all. Basically the various actors do different things while you're waiting on the Main Menu. They each randomly come on-screen, at different points and do something. For example you'll see the vultures flying past or the girl walk on, then start digging and then walk off, etc. It just keeps the menu busy and is something fun to watch if you get bored ;).
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Re: Farmyard Madness

Postby Tomeh999 » Sat Feb 11, 2012 4:09 pm

11th Hour wrote:What about fun? Movies? Fun...(oh wait I already said that)


More like, "What about food?" :lol:
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Re: Farmyard Madness

Postby Mr.Numbers » Sat Feb 11, 2012 4:14 pm

VERY nice main menu! :O Me likey
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Re: Farmyard Madness

Postby 11th Hour » Sat Feb 11, 2012 4:15 pm

Yeah I know game making is very fun, it's actually what I spend most of my free time on but I get bored of the game if I spend waaaayyy to much time on it, so I do it in little pieces.

EDIT:
Very nice Main Menu. That must take a lot of time to program though. :lol:
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Re: Farmyard Madness

Postby tower07 » Sat Feb 11, 2012 4:53 pm

11th Hour wrote:Very nice Main Menu. That must take a lot of time to program though. :lol:


Maybe not as much as you think, and I believe I figured out how he made it.
Do you make the actors spawn at random times, and while there on the map randomly play animations, and once they leave the screen delete them?

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Re: Farmyard Madness

Postby haraldx » Sat Feb 11, 2012 5:14 pm

Woah, slow down there, extraordinary gamedev! You're working so fast I'm starting to lose track. :lol:

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Re: Farmyard Madness

Postby Fireleaf » Sun Feb 12, 2012 12:32 am

haraldx wrote:Woah, slow down there, extraordinary gamedev! You're working so fast I'm starting to lose track. :lol:

Dido except for the "slow down" part. Full speed ahead man!
How do you know how big the screen will be?
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Re: Farmyard Madness

Postby Lee » Tue Feb 14, 2012 8:48 am

tower07 wrote:Maybe not as much as you think, and I believe I figured out how he made it.
Do you make the actors spawn at random times, and while there on the map randomly play animations, and once they leave the screen delete them?


Sort of. Though I don't just randomly start playing animations, everything is timed. For example the girl walks on, then stops after a few seconds, starts digging and then stops digging and walks off after a couple of more seconds...And yes, I simply spawn/delete the actors when they're needed/not needed ;).

Fireleaf wrote:How do you know how big the screen will be?


Quite easy really. It's just the resolution I set so that becomes the size of the GUIs, etc. If you're talking about the iOS/Android platforms then I know what the sizes are because of the emulation that the Subby beta has but I do have to re-create the GUIs for the mobile platforms as I can't have the user scrolling around the screen if the GUI is larger than their screen resolution - this is the only pain really as the rest of the game is fine on smaller/larger resolutions.



14/02/2012: I've just finished the new tutorial, which has had many changes. Firstly there are no longer 3 levels dedicated to the tutorial, it is all in a single level. Secondly the "Tutorial level" is actually just a proper level meaning that it cannot be skipped however you can turn off the actual tutorial part of the level in the Options if you wish. There are also no more hints in the game as they were cluttering up the Effects and also we don't think it'll work too well with the mobile platforms.

Time for some screenshots. In the new tutorial an actual animated keyboard key appears whenever you are asked to do a certain action:

tutorial1.jpg

In addition to this the computer will act out everything before you do, so you know exactly what is to be done. The computer will always use the character you did not pick at the beginning in order to make things less confusing...

tutorial2.jpg

...but the computer will not always act everything out :P.

tutorial3.jpg

In addition to the tutorial stuff I've been speeding up a lot of the global processes that occur in the game. For example in v0.3 it took approximately 1.5 seconds to harvest a vegetable and resume playing the game (as the controls are disabled when you are harvesting). In the release version it only takes 0.4 seconds to harvest a vegetable and continue playing. The rescuing has also been increased in speed. In v0.3 when you rescued an animal and returned them to the doorway you would be hanging around for quite some time while it processed everything however in the release version it is almost instantaneous :D!
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Re: Farmyard Madness

Postby Fireleaf » Tue Feb 14, 2012 3:33 pm

Nothing but awesome here. It was probably a good idea to make the harvesting faster. People are really impatient these days.
I was playing some really old NES games the other day and I found one called Noah's ark. It's alot like this one in that you have to rescue animals and carry them to a door. No farming involved though.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

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Re: Farmyard Madness

Postby Lee » Tue Feb 14, 2012 6:45 pm

Fireleaf wrote:I was playing some really old NES games the other day and I found one called Noah's ark. It's alot like this one in that you have to rescue animals and carry them to a door. No farming involved though.


The general game play for Farmyard Madness was based off of Flicky (which is one of my favourite arcade games). I realised that there aren't many games like this nowadays, in fact the only one I can think of is "Granny in Paradise". So I just thought of a different scenario and that's when I got the idea of basing it around a farm as it would allow me to use different animals and locations, etc.


In addition to the stuff I've already posted about, I've managed to fix a few graphical glitches and fixed up some code on some of the levels. I'm hoping to get all of the GUIs out of the way tomorrow and then there will only be a few things to finish off before I can release the Closed Beta version :).

...and here's a screenshot:

cloud.jpg

One of the levels in the new 'Cloud Top' act (background has been fixed so it is easier to see the clouds). This level is 3x the height of an ordinary level and you have to outrun the camera that slowly moves upwards, while still rescuing the animals of course! You will lose a life if you fall below the camera line.
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Re: Farmyard Madness

Postby Chowow » Wed Feb 15, 2012 12:28 am

This just keeps getting beter and better. Great job Lee!
If you wanted to make the clouds more distinct you could add a very light light-blue outline around the bottoms of them. Sort of like the one on the left ...
Cloud.PNG
Cloud.PNG (1.06 KiB) Viewed 1650 times
Thanks for reading this post. :)
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Re: Farmyard Madness

Postby Lee » Wed Feb 15, 2012 7:49 am

Chowow wrote:This just keeps getting beter and better. Great job Lee!
If you wanted to make the clouds more distinct you could add a very light light-blue outline around the bottoms of them. Sort of like the one on the left ...


Thanks for the suggestion. I've been playing around with it and it does look much better. I may still make some tweaks but this is how it looks at the moment:

cloud2.jpg
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Re: Farmyard Madness

Postby 11th Hour » Wed Feb 15, 2012 10:23 am

In my opinion the blue isn't the best; because the clouds are already white and the blue makes them blend into the background even more.
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Re: Farmyard Madness

Postby Lee » Tue Feb 21, 2012 10:03 am

11th Hour wrote:In my opinion the blue isn't the best; because the clouds are already white and the blue makes them blend into the background even more.


I've been playing around with it to try and balance it a little more. It does blend into the background a bit but the clouds are still fairly easy to see.


21/02/2012: I'm just finishing off the last bits of the game and it shouldn't take me more than a few days (hopefully). I'm hoping to start the closed beta testing sometime this week so if those of you, who were uncertain would have the time to test, could let me know what your final decision is it would be greatly appreciated. The more testers that sign up, the less each tester will have to test (as we'll be breaking the testing up into groups so users won't have to test the entire game). Please keep in mind that we are looking for serious testers, who have a keen eye for noticing bugs and who don't mind criticising something if they think it should be improved/changed.

In addition to finishing off the last bits of the game I have been working on a few other things for when the game is released. One of which is the official Farmyard Madness web site, that I hope to complete in a day or two. The official web site won't go live until the game is complete but because I am getting it out of the way now it means that when the game is complete it can be uploaded immediately, instead of days later.

Here's what the 'Home' page looks like:

website.jpg

The grey boxes are currently place holders for media that is yet to be created, such as the official Game Trailer.
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Re: Farmyard Madness

Postby 11th Hour » Tue Feb 21, 2012 10:28 am

That is a very impressive website, how'd you learn how to code websites?

Also since I'm testing do I need to send you any info (about me)?
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Re: Farmyard Madness

Postby Danny » Tue Feb 21, 2012 10:54 am

I have to say your game is outstanding, i will be downloading this, keep up the good work.

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Re: Farmyard Madness

Postby Fireleaf » Tue Feb 21, 2012 1:23 pm

Very cool website! I like how everything is themed and professional looking at the same time. It matches the style of the game really well.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

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Shmalloween (2010)
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Re: Farmyard Madness

Postby Mr.Numbers » Tue Feb 21, 2012 1:25 pm

Ditto :O

So, when are you gonna make me some websites for my games? ;)
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Re: Farmyard Madness

Postby Lee » Tue Feb 21, 2012 2:12 pm

11th Hour wrote:That is a very impressive website, how'd you learn how to code websites?

Also since I'm testing do I need to send you any info (about me)?


Thank you. I started learning about web site creation when I was about 11 years old (8 years ago). I can still remember my very first web site (which was awful by the way :P). When I was at high school I took a BTEC course on I.T and web design was one of the topics covered and when I went to college to study I.T and computer programming there was also a unit on web design then. So I've had 4 years of education in web design and another 4 years of personal experience by doing it in my spare time ;).

maddannighthawk wrote:I have to say your game is outstanding, i will be downloading this, keep up the good work.


Fireleaf wrote:Very cool website! I like how everything is themed and professional looking at the same time. It matches the style of the game really well.


Thanks :D!

Mr.Numbers wrote:Ditto

So, when are you gonna make me some websites for my games?


Just so you know I don't work for free ;).
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Re: Farmyard Madness

Postby Mr.Numbers » Tue Feb 21, 2012 2:23 pm

Haha, that was a joke :P Hellblade already made me a site :P

Its not game specific though, almost like a blog/site combo. (Which I should probably update sometime soon :P)
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Re: Farmyard Madness

Postby Lee » Wed Feb 22, 2012 4:11 pm

11th Hour wrote:Also since I'm testing do I need to send you any info (about me)?


I completely missed this question. The answer is no, why would you need to send me personal details about yourself? :?


22/02/2012: The web site has been completed and I thought I'd put it up so that you guys can have a little look into it as it contains all the latest game info, including things like pricing, etc. This of course isn't the live version as the Trailer still needs to be created (hence the big grey box on the Home page) and you'll also notice that the "Buy Now" and "FREE Demo" buttons don't work because the game isn't ready :P.

Code: Select all
http://www.alomerain.com/fmwip/index.html


The screenshots on the web site are the same as ones I've posted here, again this will be changed when the web site goes live ;).
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Re: Farmyard Madness

Postby 11th Hour » Wed Feb 22, 2012 5:32 pm

I meant email :lol:
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Re: Farmyard Madness

Postby tower07 » Wed Feb 22, 2012 7:09 pm

The site looks VERY pro.

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Re: Farmyard Madness

Postby Lee » Thu Feb 23, 2012 7:36 am

11th Hour wrote:I meant email :lol:


Oh right. Nah you don't need to send me your e-mail address. I'll just contact everyone through PMs.

tower07 wrote:The site looks VERY pro.


Thanks :D!
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Re: Farmyard Madness

Postby Fireleaf » Fri Feb 24, 2012 1:04 am

I could beta test if there's not a strict deadline. If you need critical I can be very critical.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Farmyard Madness

Postby Lee » Fri Feb 24, 2012 7:46 am

Fireleaf wrote:I could beta test if there's not a strict deadline. If you need critical I can be very critical.


Great! There are no deadlines for the beta testing. It's just a simple case of testing your assigned part of the game, reporting any/all problems you've found, then me fixing those bugs and releasing another beta version, then you checking that your bugs are fixed and also that I haven't broken anything while fixing the bugs, repeat cycle until everything is working properly, then release.

I will also be making tweaks and small additions to the game while we are beta testing so suggestions will still be welcome but I won't be implementing any big features/systems (an example would be the Vegetable system that was introduced in v0.3 as that required quite a bit of code and every level had to be updated with plants that could be harvested). So by all means continue giving suggestions for new improvements/changes while the beta testing is going on :).
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Re: Farmyard Madness

Postby Mr.Numbers » Fri Feb 24, 2012 12:16 pm

You know I'm almost always on MSN ;)

*hint hint*
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Re: Farmyard Madness

Postby Lee » Sat Feb 25, 2012 3:57 pm

Mr.Numbers wrote:You know I'm almost always on MSN ;)

*hint hint*


So are you saying you will beta test? :P


25/02/2012: I originally wanted to start beta testing this week but due to the latest 001 version not working properly I haven't been able to continue on with the GUIs and remaining systems (with that said I did manage to get the web site out of the way and finish off the last bits of design/graphical work). I am currently organising and finalising the sound effects that will be in the game and I've also just recently received the final music pieces from my musician. So, when the fixed 001 version comes out, I should be able to get straight to it and finish off these last few bits and pieces.

I do need to check and finalise the beta testing personnel so that I can start thinking about how the testing will be divided, who is testing what, etc. Below is the current list of confirmed beta testers and also those that still need to confirm:

Confirmed Beta Testers:

- Indiana 266
- tower07
- Aleff Correa
- 11th Hour
- Fireleaf
- Tomeh999
- Mr.Numbers

Still to be Confirmed:

- Chowow

Thanks to all of those that signed up :).
Last edited by Lee on Sun Feb 26, 2012 7:20 am, edited 3 times in total.
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Re: Farmyard Madness

Postby Tomeh999 » Sat Feb 25, 2012 4:33 pm

Looking forward to beta testing! I'd say that I'm good at finding bugs by accident :P
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Re: Farmyard Madness

Postby tower07 » Sat Feb 25, 2012 4:37 pm

I could beta test, but not very much.
But what I do test I will give as long and thorough feedback as possible. :)

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Re: Farmyard Madness

Postby 11th Hour » Sat Feb 25, 2012 4:38 pm

Tomeh999 wrote:Looking forward to beta testing! I'd say that I'm good at finding bugs by accident


lol, I'm the kinda guy who plays the same level like 6 times to do every possible thing that can be done in the level (then play it about 2 more times), then 1 more time for fun :lol:
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Re: Farmyard Madness

Postby Tomeh999 » Sat Feb 25, 2012 4:45 pm

11th Hour wrote:
Tomeh999 wrote:Looking forward to beta testing! I'd say that I'm good at finding bugs by accident


lol, I'm the kinda guy who plays the same level like 6 times to do every possible thing that can be done in the level (then play it about 2 more times), then 1 more time for fun :lol:


I try to do every possible thing on my first play-through :P
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Re: Farmyard Madness

Postby tower07 » Sat Feb 25, 2012 4:53 pm

I try to intentionally exploit bugs by doing things the game probably won't expect.

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Re: Farmyard Madness

Postby Indiana 266 » Sat Feb 25, 2012 4:57 pm

I suppose I could if you had a cancellation or something.
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Re: Farmyard Madness

Postby Lee » Sat Feb 25, 2012 5:12 pm

tower07 wrote:I could beta test, but not very much.
But what I do test I will give as long and thorough feedback as possible. :)


Fair enough and like I've already mentioned, you will not be required to test the entire game. In fact the more that sign up, the less each tester has to test!

Indiana 266 wrote:I suppose I could if you had a cancellation or something.


We're not fully booked up yet so there is still plenty of room for people who want to beta test :).
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Re: Farmyard Madness

Postby Aleff Correa » Sat Feb 25, 2012 7:12 pm

I'm eager to beta test it!

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Re: Farmyard Madness

Postby Indiana 266 » Sat Feb 25, 2012 10:56 pm

Put me on the list.
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Re: Farmyard Madness

Postby Mr.Numbers » Sun Feb 26, 2012 12:14 am

Honestly, you don't remember our convo on msn forever ago? 8D

Of course I'm testing xD
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Re: Farmyard Madness

Postby Lee » Sun Feb 26, 2012 7:27 am

Aleff Correa wrote:I'm eager to beta test it!


Good to hear :).

Indiana 266 wrote:Put me on the list.


Done.

Mr.Numbers wrote:Honestly, you don't remember our convo on msn forever ago?

Of course I'm testing xD


How am I suppose to remember that old conversation 8D. Welcome aboard ;).


Alright here is the FULL list of beta testers for Farmyard Madness:

- Aleff Correa (is testing the entire game :D!)

- Indiana 266 (Woodland Forest)
- tower07 (Icy Mountain)
- 11th Hour (Cloud Top)
- Fireleaf (Boogie Swamp)
- Tomeh999 (Misty Meadow)
- Mr.Numbers (The Meat Factory)

Due to the amount of beta testers each person now only has to test a single Act (16 levels) instead of two Acts with the exception of Aleff Correa who will be testing the entire game with myself and my colleague, thanks again!
Last edited by Lee on Sun Feb 26, 2012 7:44 am, edited 2 times in total.
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Re: Farmyard Madness

Postby Aleff Correa » Sun Feb 26, 2012 7:38 am

I have the time/dedication ;)

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Re: Farmyard Madness

Postby Lee » Sun Feb 26, 2012 7:46 am

Aleff Correa wrote:I have the time/dedication ;)


Good ;).

The list has been updated and each tester has been assigned with an Act that they will be testing. I will keep all of you up-to-date here of how the game is going and when I think it will be ready for testing and I will also send each of you a PM when the beta version is available for download. Thanks again to you all for signing up :).
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Re: Farmyard Madness

Postby tower07 » Sun Feb 26, 2012 11:24 am

Icy Mountain here I come!
*Immediately slips and falls off the mountain*

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Re: Farmyard Madness

Postby Mr.Numbers » Sun Feb 26, 2012 1:39 pm

Gonna play the whole game regardless :twisted:

I'll start with meat factory I guess, but I'm going back and playing the rest :@
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Re: Farmyard Madness

Postby Tomeh999 » Sun Feb 26, 2012 4:08 pm

Mr.Numbers wrote:Gonna play the whole game regardless :twisted:


Same here, the game looks too amazing to not play it all :P
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Re: Farmyard Madness

Postby Aleff Correa » Sun Feb 26, 2012 4:10 pm

Awesome, gonna test it all! :D

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Re: Farmyard Madness

Postby Fireleaf » Sun Feb 26, 2012 4:29 pm

I'll be on the lookout for the beta. The swamp sounds like fun. I might jump on the bandwagon and play through the whole game to get a feel for all of it, but I'll likely only critique the swamp.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

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Shmalloween (2010)
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Re: Farmyard Madness

Postby tower07 » Sun Feb 26, 2012 4:35 pm

^^^

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Re: Farmyard Madness

Postby Tomeh999 » Sun Feb 26, 2012 4:51 pm

Lee, if some of us do play through more than we have to, do you want us to give you feedback/bug reports on the other levels too, or would you rather we just focused on what we are supposed to test when sending you report?
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Re: Farmyard Madness

Postby Lee » Sun Feb 26, 2012 5:27 pm

Glad you're all excited for the beta :D!

Tomeh999 wrote:Lee, if some of us do play through more than we have to, do you want us to give you feedback/bug reports on the other levels too, or would you rather we just focused on what we are supposed to test when sending you report?


You're all welcome to play through the entire game if you wish. The reason why we decided to split up the testing is so that you'll concentrate on your area specifically and find more bugs by playing those levels rather than testing the entire game where you are less likely to pick up all of the bugs because you've got so much more to test. If you do decide to play through the whole game and find bugs in the process, then report them! (regardless if they're in your specified act or not) but indicate that the bug is on such and such act/level.

Also, do not post bugs in this thread (when the time comes) but instead write a list and send it via PM. If you have suggestions/general comments while playing the game then post them here as usual. I'll be sure to repeat this when the beta is released so that no-one forgets ;).
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Re: Farmyard Madness

Postby 11th Hour » Sun Feb 26, 2012 5:37 pm

Lee wrote:If you do decide to play through the whole game and find bugs in the process, then report them! (regardless if they're in your specified act or not) but indicate that the bug is on such and such act/level.


But then you'd be getting a few reports of the same bug.
As much as I like the game I think I'll just test my piece (for one reason I have my own games to work on as well, and two I don't want to play the whole game until it is officially released) so I can have something to look forward to.
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Re: Farmyard Madness

Postby Lee » Sun Feb 26, 2012 5:49 pm

11th Hour wrote:But then you'd be getting a few reports of the same bug.


Exactly. It will help us in confirming that it is actually a bug and we'll be able to see who is doing a thorough job ;).

11th Hour wrote:As much as I like the game I think I'll just test my piece so I can have something to look forward to.


That's a good idea :).
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Re: Farmyard Madness

Postby Tomeh999 » Sun Feb 26, 2012 6:08 pm

I'll obviously focus on my assignment, I'll just play the other acts when I'm sure I've found all the bugs!
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Re: Farmyard Madness

Postby Fireleaf » Tue Feb 28, 2012 10:54 pm

*waiting noise*
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Farmyard Madness

Postby Indiana 266 » Wed Feb 29, 2012 3:39 am

Hey! He had some bugs to work out with Mike, some were... User error...
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Re: Farmyard Madness

Postby Lee » Wed Feb 29, 2012 3:32 pm

Fireleaf wrote:*waiting noise*

Indiana 266 wrote:Hey! He had some bugs to work out with Mike, some were... User error...


Haha yeah :P and also I was waiting a while for 001 to be fixed when people were experiencing issues with Interfaces and whatnot. The beta is still progressing, it's just been delayed due to these set backs.


29/02/2012: Last day in February! Mostly GUI work today, still got a few bits to code but most of them are now complete and working. Here are some screenshots (since it's been a while):

levelclear.jpg

This is the new Level Clear screen. I've mostly kept it the same, there have been a few graphical tweaks and the compact Market is there that I mentioned in an earlier post. I did originally create a little grid that showed how the points were added up but it made it look a little overcrowded so I reverted back to the simpler style. The points/ranks currently works based on the total points you made in the level and deductions are made if you took too long or if you lose lives. You also need to make a certain number of points in each level in order to unlock the next level. If you don't have enough points the 'Next' button will be greyed out and the 'Replay' button will appear above it. This also adds to the difficulty as the game progresses...

bosswip.jpg

...And here is a WIP of one of the boss levels. This particular boss level is designed to highlight a popular game that I'm a fan of, it shouldn't be too hard to guess and if you are struggling with the screenshot then the music will definitely give it away ;). There are also a few other boss levels that are designed to highlight games (without infringing copyright) but I'll leave them for the beta testers to discover.
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Re: Farmyard Madness

Postby Mr.Numbers » Wed Feb 29, 2012 3:35 pm

Its... p-p-pokemon!! :O

An unexpected twist has appeared!
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Re: Farmyard Madness

Postby Fireleaf » Wed Feb 29, 2012 10:55 pm

Lee wrote: if you are struggling with the screenshot then the music will definitely give it away ;). There are also a few other boss levels that are designed to highlight games (without infringing copyright) but I'll leave them for the beta testers to discover.

The music isn't a copyrighted piece right?
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

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Shmalloween (2010)
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Re: Farmyard Madness

Postby Lee » Thu Mar 01, 2012 6:14 am

Fireleaf wrote:The music isn't a copyrighted piece right?


Of course not :P. My musician has simply created a piece in a similar style.
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Re: Farmyard Madness

Postby Mike » Thu Mar 01, 2012 10:42 am

Was also going to ask, but figured you knew better ;).

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Re: Farmyard Madness

Postby tower07 » Thu Mar 01, 2012 10:09 pm

So how's it going Lee?

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Re: Farmyard Madness

Postby haraldx » Fri Mar 02, 2012 10:04 am

Lee wrote:
bosswip.jpg

...And here is a WIP of one of the boss levels.

INSANE PLOT-TWIST! Altough a good one...

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Re: Farmyard Madness

Postby Lee » Fri Mar 02, 2012 11:26 am

tower07 wrote:So how's it going Lee?


It's coming along slowly. I've got several bugs that I need to fix before releasing the beta version and then I've got to give it another run through to make sure nothing else is broken that I might have missed. I'm not sure how long it will take me to fix these bugs but once they're fixed the beta can be released :).

EDIT: For those of you that check back to read these posts even when they haven't been bumped - I'm afraid some things have come up and I won't be able to work on the game for a few days, it sucks I know. Rest assured I will continue with the game as soon as I have taken care of these things (which shouldn't take more than a few days). This sadly pushes back the beta but it cannot be helped :(.
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Re: Farmyard Madness

Postby Aleff Correa » Sun Mar 04, 2012 6:37 pm

Don't worry Lee, I'm sure you will finish it sooner or later and we can wait! :)

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Re: Farmyard Madness

Postby Fireleaf » Wed Mar 07, 2012 4:59 pm

Aleff Correa wrote:Don't worry Lee, I'm sure you will finish it sooner or later and we can wait! :)

Yes we can wait ... or can we? 8)
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Farmyard Madness

Postby Lee » Wed Mar 07, 2012 5:18 pm

07/03/2012: I've taken care of the things I was on about a few days ago and have continued work on Farmyard Madness. There is only a handful of things I need to do before I release the beta however two of them are fairly serious game bugs and I'm not sure how long it will take me to resolve them. Hopefully it won't take me too long :P.
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Re: Farmyard Madness

Postby Chowow » Thu Mar 08, 2012 12:35 am

8D
Thanks for reading this post. :)
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Re: Farmyard Madness

Postby Lee » Thu Mar 08, 2012 2:57 pm

08/03/2012: I've fixed some minor issues that I found with the game (not the two major-ish issues but I'm working on them). So while the beta testers wait patiently I thought I'd bring up something:

When the beta testers start a new game they will be automatically taken to the Level Selection screen (screenshots below) where they will be able to jump to their assigned Acts/Scenes (or levels). The reason why I've brought this up is because in the full game the player will be taken straight to the first level instead but they can still access the Level Selection screen when they load a saved game. Also, players are required to complete the unlocked levels in order to unlock the locked levels (wow that's a mouthful). Again the beta testers won't see this as all of the levels have been unlocked for testing purposes.

levelselect1.jpg

levelselect2.jpg

levelselect3.jpg

As you can see the different Acts are identifiable by their graphics. I may decide to change the Level Selection screen, during the beta testing but for now it serves its purpose.
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Re: Farmyard Madness

Postby tower07 » Thu Mar 08, 2012 4:27 pm

Ohhhh, the bottom one is mine! :D

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Re: Farmyard Madness

Postby Aleff Correa » Thu Mar 08, 2012 5:05 pm

Warp zones! :D

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Re: Farmyard Madness

Postby Fireleaf » Thu Mar 08, 2012 10:18 pm

That's handy. Thanks for doing that. You could've just thrown in a message box or something to transport people to those levels. Very pro to do it this way. ;)
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Farmyard Madness

Postby Lee » Wed Mar 14, 2012 7:45 am

14/03/2012: It's the 200th Post! ...Too bad there isn't anything interesting in it :P.

I've decided to take a few days away from Farmyard Madness because I'm getting rather frustrated with it and I think I just need to clear my head and come back to this when I'm refreshed. I can no longer say when the beta will be out and to be perfectly honest I couldn't care less for the moment.

So, hopefully, in a few days I'll come back fully refreshed and with a clear mind so that I can pick up from where I left off and make some real head way with the game.
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Re: Farmyard Madness

Postby Mr.Numbers » Wed Mar 14, 2012 1:12 pm

Jeebus, just give me a msg on MSN xD YOU MUST FINISH D:<
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Re: Farmyard Madness

Postby Lee » Wed Mar 14, 2012 2:09 pm

Update: I've finally came up with a solution to one of the major-ish bugs with the game. It took just 1 day away from the game in order for me to come up with the perfect solution. I guess some time off was really all I needed to get back on track :P.

Mr.Numbers wrote:Jeebus, just give me a msg on MSN xD YOU MUST FINISH D:<

Haha, I'll be sure to remember that for future problems ;).
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Re: Farmyard Madness

Postby metomunc » Sat Mar 17, 2012 12:46 am

This is really moving along.
Who should I really listen to?

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Re: Farmyard Madness

Postby Lee » Wed Mar 21, 2012 11:57 am

metomunc wrote:This is really moving along.


It certainly is :D.



17/03/2012: Now is probably a good time to inform the beta testers of what is happening. The first beta version (v0.9.0) has already been tested...by me. Let me explain. While getting ready to release this beta version I played the game all the way through to make sure that the game is playable and that there aren't any more serious bugs. While finding a few big bugs I have also found quite a few little glitches as well. Most of which are fairly small and do not really interfere with the general game play but I thought I might as well fix these issues now that I am aware of them instead of releasing the beta and getting several bug reports that basically tell me what I already know. So I am now in the process of fixing these issues which technically makes the next version v0.9.1 - which is the version you guys will be testing. In addition to fixing these glitches I will also be making one or two tweaks to the game and adding a few little things as well.

I will start posting screenshots of all the little additions/changes I have made and I'll keep you guys informed on when v0.9.1 is available.



21/03/2012: Good news everyone! I've made a significant change to the game that will allow me to stretch my arms and restore a lot of my original ideas that were cast aside because of the issues it had with the Animal AI. A lot of ideas were cast aside when the game first went into production because of the Animal AI and now I've made a change that will allow me to restore all of my original ideas, which will make the game a lot more exciting!

For those of you who played the original Alpha versions you'll know that the Animal AI was poorly made and was rather unrealistic. Many people complained about it which is why it was re-built for the Beta version but it also created a lot of issues. The new AI was designed to be more realistic and it did that quite well but because of this new realism it meant that the animals could fall into spikes/water where they'd die or get stuck/left behind when the player is rapidly jumping across platforms, etc.

Now I'm going to explain the change...

It's a rather small change, in that it hasn't taken me long to do but it will make a big impact on the game. Instead of collecting animals and depositing them at the doorway, the player simply has to walk over the animal and they will be rescued. An animation/effect is currently being created so that the animal doesn't just simply disappear. This means there are no longer animals that follow you around until you get to the doorway and thus resolves all of the issues that occurred with the Animal AI.

animal_hud.jpg

I've also made a change to the HUD so you can now easily see how many animals are left to rescue in the level (animals that have been rescued become translucent on the HUD)


BUT I've also made a few changes to the general game play to make things a little more interesting:

locked_door.jpg
locked_door.jpg (6.79 KiB) Viewed 1668 times

This is the new default door. You'll notice that it has a padlock on it, this is because in addition to rescuing all of the animals you also need to find the key that unlocks the door and allows you to progress onto the next level. This is what makes things a little more interesting and challenging because the key isn't going to just be waiting by the door for you, it is going to be placed somewhere randomly on the level. Rest assured that buffers have been put in to prevent the key from appearing above water/spikes or in areas that the player simply cannot get to.

the_key.jpg
the_key.jpg (2.63 KiB) Viewed 1668 times

Here is the key. The key only becomes visible once you've actually rescued all of the animals and I am also thinking about adding a hint to where to key has been placed so that you have a rough idea of where to go.


You're probably wondering about the ideas I was talking about at the beginning, well you'll find out in the next few days as I continue to post updates ;).
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Re: Farmyard Madness

Postby Mr.Numbers » Wed Mar 21, 2012 2:50 pm

Aww you removed the sheep AI? :(

Oh wells, if it bugs things up theres not much else you can do :P Great work none the less ;)
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Re: Farmyard Madness

Postby Lee » Fri Mar 23, 2012 2:28 pm

Mr.Numbers wrote:Aww you removed the sheep AI? :(


Sadly, yes but I'm sure you'll agree that it was the right decision when you get a chance to test the Beta ;).


23/03/2012: I've spent most of the day fixing glitches and minor bugs that I found myself when testing the first beta version. I've also made some fine tweaks to some of the systems for more accuracy/realism. I've also restored several ideas that I said I would and below are just a few from the 'Meat Factory' act:

Toxic Waste:
toxic_waste.jpg
toxic_waste.jpg (5.49 KiB) Viewed 1642 times

That pours from the ceiling at different intervals and momentarily stops to allow just enough time for the player to get through safely. The toxic waste will not kill you though, instead you will become poisoned. When you are poisoned the screen will flash green every so often and your controls will change back-to-front. So if you try to move left you'll actually move right, etc.

Meat Crushers:
meat_crushers.jpg

That rapidly come down and then slowly go back up. The player will be killed if they are crushed by one of these things and there are also 'Giant Meat Crushers' that are seen on one of the levels as well.

Conveyor Belts:
conveyor_belts.jpg
conveyor_belts.jpg (2.99 KiB) Viewed 1642 times

One of my favourites is the conveyor belts that push the player in the direction that the conveyor belt is moving. These are often used with other things like the 'Meat Crushers' to make things a lot more difficult.


In addition to these three things there are also giant spinning wheels, flaming jets, electrical surges and of course the human baddies that will shoot you on sight. These are all things that have been added to make the last act a lot more difficult then it was in the Alpha versions (where only saws were the real threat and they behaved rather poorly).
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Re: Farmyard Madness

Postby noeneto123 » Fri Mar 23, 2012 4:03 pm

Nice things! :)

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Re: Farmyard Madness

Postby Indiana 266 » Fri Mar 23, 2012 10:11 pm

It's probably ideal that Numbers is doing the hardest level. :-P
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Re: Farmyard Madness

Postby Mr.Numbers » Fri Mar 23, 2012 10:38 pm

Typical :P Everyone always leaves me with the hard job!

Oh wells :P
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Re: Farmyard Madness

Postby Chowow » Mon Mar 26, 2012 1:17 am

Probably because your good at it. :D
Those look really cool Lee! The weights especially look massive and I'm so glad there are conveyer belts. Nothing changes up a platform game like conveyer belts.
Thanks for reading this post. :)
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Re: Farmyard Madness

Postby tower07 » Mon Mar 26, 2012 10:51 am

That and fat italian plumbers.
:lol:

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Re: Farmyard Madness

Postby Lee » Wed Mar 28, 2012 12:00 pm

26/03/2012: More glitches have been fixed (mostly with the GUIs) and I've also been making some more tweaks to individual levels - mostly adding more baddies to the various levels to make them more difficult.

I've made quite a few changes in the Cloud Top act where I've replaced some of the cloud platforms with Vultures instead. The vultures have had a few tweaks so they will now always face the player and when you jump on them you get a little bit of extra height so you can reach higher platforms and whatnot.

vultures.jpg
vultures.jpg (3.15 KiB) Viewed 1668 times

As shown in this screenshot some of the cloud platforms have been replaced with vultures and in the more difficult levels (like this one is) the vultures actually move up and down so you have to time your jumping perfectly because when you jump on a vulture they die, so you lose your platform :P.



28/03/2012: Fixing the odd glitches as per usual and also added various effects to make things look more pretty - such as a sparkle effect for the Key, dripping toxic waste on some of the Meat Factory levels and even bubbles for the fish! In addition to this I've created a 'Load Game Screen' where you can get specific information about your game:

load_game.jpg

The game percentage is for competitive gamers that like to fully complete games. If you just complete the levels then your percentage will be 88.32% - the rest comes from collecting the bonus coins (45 in total) and unlocking/playing the secret level. You can also see here that your name, the level you are currently up to and the total amount of bonus coins you've collected is shown.
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Re: Farmyard Madness

Postby Aleff Correa » Wed Mar 28, 2012 4:04 pm

Very good, keep us updated!

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Re: Farmyard Madness

Postby Fireleaf » Mon Apr 02, 2012 12:53 am

Clean and sharp as cutlery! You've really got it down as far as interfaces go.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Farmyard Madness

Postby Lee » Mon Apr 02, 2012 10:17 am

Fireleaf wrote:Clean and sharp as cutlery! You've really got it down as far as interfaces go.


Thanks. I think GUI design is one of my strong points.


02/04/2012: More bug fixes, blah blah blah... Other stuff that has kept me away from the game for a bit as well...BUT I have just recently finished the bonus levels that were rather buggy in v0.9.0...

...I've also changed them:
bonus1.jpg

I've gone back to my original idea that I had way back in the Alpha testing stage where the player has to collect stars to reveal the Bonus Coin and thus complete the bonus level. The bonus levels are also timed (30 seconds) and if you fail to collect all of the stars before the time runs out or you fall off the map then you fail the bonus level. You won't lose any lives in the bonus level (should you fall off the map) and the Bonus Door will disappear after you've entered it so if you failed and want to try again you'll need to complete the level and then re-play the level (again to encourage level re-playability) - also to prevent a bug from occurring. There are 3 different bonus levels and one will be chosen at random when you enter the bonus doorway.

Also, if you look at the HUD (will not show up like this on release, everything is just visible for testing purposes) you'll notice that the Points cap has been increased. In the earlier Alpha versions it was 9,999, in v0.9.0 it was 99,999 and now it is 9,999,999 - more points are also awarded to the player for rescuing animals, harvesting vegetables and things of that nature.
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Re: Farmyard Madness

Postby metomunc » Wed Apr 11, 2012 12:29 am

That's good that you've expanded the point cap. A game with a point cap of say 999 makes things seemed to be fixed and limited. Higher numbers generally give the game a sense of sofistication (because there are higher numbers) and open up the possiblity for more possiblilties in the player's mind. I must say, I kinda liked the wooden planks in the HUD though. What happened to those?
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Re: Farmyard Madness

Postby Lee » Thu Apr 12, 2012 5:38 pm

metomunc wrote:I must say, I kinda liked the wooden planks in the HUD though. What happened to those?


I liked them as well but they were a right bugger to set up and a lot of resources were needed just to create them because the Points plank and the Lives plank were actually rotated a bit and this of course required a whole new set of number graphics to be created for each plank. So there were 0-9 numbers for the Points, 0-9 numbers for the Lives and then a normal (un-rotated) 0-9 numbers for the Time. Needless to say this made things extremely difficult and the slightly rotated numbers also wouldn't line up probably because 001 only move things within pixels and not decimal pixels like my graphics editor.
(For those of you who may ask why I haven't just used normal text within 001 or just used the rotate function for my static effects is because 1) 001 pixelates fonts and 2) the rotate function heavily pixelates and distorts graphics unless they are at 90 degree angles).

The simplistic HUD, seen in the screenshot above, is less attractive but it is a lot more efficient and easier for me to manage. Plus if you have the 'Hidden HUD' option checked in the Options dialog (ticked by default) then parts of the HUD will only show when they are needed. For example the points will only become visible when the player actually is awarded points and then it will disappear after a few seconds.

I could just put wooden planks behind each of them and I may do this because there are moments in the game where the HUD kind of blends in with the background so it definitely needs something behind it to stop that from happening.



12/04/2012
: The HUD is having some changes. The current HUD blends in with the background at certain points and is really starting to annoy me so I've designed a new HUD that will still be slick but also look more attractive as well. I'll post a screen shot sometime tomorrow for you guys to see :).

News about v0.9.1 - OK beta testers, it (hopefully) won't be long now until this version comes out. I've literally only got to finish off 3 things and two of them are rather simple. I then need to fix a few remaining bugs and then this version can be released. One thing I wanted to point out though is this is actually going to be treated as a Release Candidate version. I held back v0.9.0 because there were still many things I wanted to add to the game and it seemed silly for me to release the beta and then release another beta later with all of these changes/additions so instead I've added everything to the game that I wanted and fixed as many bugs as I could find so when this version comes out it'll technically be an RC.

Now this doesn't mean that there won't be any bugs in the game, as it is likely that I've missed some and you guys can still make suggestions but at this point in the games development I won't be adding any more big systems/features (a good example would be the vegetable system that required a lot of scripting and all of the levels to be re-designed in order to accommodate them), so even though this is going to be treated as an RC version don't feel as though you cannot make any more suggestions because you can ;)!

You'll each receive a PM when the beta is ready as well as download instructions and various other details about the game/testing and whatnot.
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Re: Farmyard Madness

Postby Adam » Thu Apr 12, 2012 6:37 pm

Lee wrote:The HUD is having some changes. The current HUD blends in with the background at certain points and is really starting to annoy me so I've designed a new HUD that will still be slick but also look more attractive as well. I'll post a screen shot sometime tomorrow for you guys to see :)


Can't wait! :D
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Re: Farmyard Madness

Postby 11th Hour » Fri Apr 13, 2012 7:50 am

I was going to say you could just put straight (not tilted) boards behind the HUD elements but I'm interested to see what you've done with it!

Keep up the great work!!!
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Re: Farmyard Madness

Postby Lee » Fri Apr 13, 2012 12:40 pm

11th Hour wrote:I was going to say you could just put straight (not tilted) boards behind the HUD elements but I'm interested to see what you've done with it!

Keep up the great work!!!


That's basically what I've done for the most part :P.


13/04/2012: OK as promised, here is a screen shot of the new HUD:

new_hud.jpg

That's right the wooden planks are back! You can also see that chains are holding them up, instead of them just floating in mid-air. I've also created a slide up/down animation so the appropriate planks will slide down and then back up after a few seconds (providing that the 'Hidden HUD' option is checked). The bonus coin plank is a little different, for one it doesn't have a chain and second the actual sized bonus coin has replaced the miniature version that was in the old HUD. The bonus plank will fade in/out as opposed to sliding up/down and it won't always be visible (even with the 'Hidden HUD' option unchecked) as it would get in the players way if it was always visible. The animal display hasn't changed so it has been left out of this screen shot.

As always your feedback is greatly appreciated :).
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Re: Farmyard Madness

Postby Adam » Fri Apr 13, 2012 3:50 pm

Looks nice and clean :D but you should replace chains with ropes to obtain that organic wooden feel :P
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Lee
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Re: Farmyard Madness

Postby Lee » Mon Apr 16, 2012 11:53 am

Adam wrote:Looks nice and clean :D but you should replace chains with ropes to obtain that organic wooden feel :P


Good idea. I've created a side-by-side comparison of the chains vs. ropes to get peoples feedback on which they prefer. I like both so I don't mind either way but I want to see what you guys think:

chains_or_ropes.jpg
chains_or_ropes.jpg (6.99 KiB) Viewed 1598 times



16/04/2012: This is just a quick update to tell you all that I've finished implementing the last few things I wanted to and that I am now just fixing bugs/glitches. I'm also looking for some more sound effects to put in the game as the game is severely lacking in that department. The v0.9.1 (RC) will then be released :D!
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Re: Farmyard Madness

Postby coffeennicotine » Mon Apr 16, 2012 12:21 pm

I think the visual weight of the numbers (It looks like you used an inner shadow and bevel/emboss on the numbers, as well as bevel/emboss on the BG) clashes with the visual lightness of the chains.

Ropes look better to me.

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Re: Farmyard Madness

Postby tower07 » Mon Apr 16, 2012 12:26 pm

Ropes. ;)

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Re: Farmyard Madness

Postby Lee » Mon Apr 16, 2012 1:39 pm

coffeennicotine wrote:I think the visual weight of the numbers clashes with the visual lightness of the chains.


Now that I look at the chains more closely I can see what you mean.

coffeennicotine wrote:Ropes look better to me.

tower07 wrote:Ropes. ;)


Ropes it is ;). Thanks for your input guys!


EDIT: The changes have been made :).
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Re: Farmyard Madness

Postby Wonderland » Thu Apr 26, 2012 3:31 pm

This looks neat - adding this to the Indiegraph waiting list. :)

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Re: Farmyard Madness

Postby Chowow » Thu Apr 26, 2012 3:49 pm

Maybe you can use the chains in the factory or something. I'd hate for them to go to waste. Both ropes and chains look very well made.
Thanks for reading this post. :)
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Re: Farmyard Madness

Postby Lee » Thu Apr 26, 2012 5:25 pm

Wonderland wrote:This looks neat - adding this to the Indiegraph waiting list. :)


Thanks :D.

Chowow wrote:Maybe you can use the chains in the factory or something. I'd hate for them to go to waste. Both ropes and chains look very well made.


It wasn't that hard to make them so it isn't really going to waste if they're not used but glad you like them either way :).


26/04/2012: I haven't posted any updates in a while so it seems like a good time to do that. I've been doing other things alongside FM so things have been a bit slower than usual BUT I have fixed a lot of bugs this week and the first RC version (v0.9.1) will hopefully be available to download this Sunday, providing I can get a hold of Mr.Numbers to assist with one particular bug that has been a nuisance to say the least.

There will be a follow up release (v0.9.2) because there are a few minor audio tracks that are still being composed and I need all of the beta testers to help me re-order the levels from easiest to hardest because when I designed them I didn't put them in any particular order, besides the boss levels always coming last, so I'll need all of the beta testers to test their assigned sections and then put them in order from easiest to hardest.

As soon as the beta goes out I will begin work on the Trailer, finishing off the official Web Site and setting up various things in preparation for the games release. If things go to plan anyway :lol:.


Also: Don't think that you cannot make suggestions because this is an RC (one of the testers contacted me about this so I thought I'd just make it clear for everyone). Minor feature requests and changes to the game can still be made at this point so if you have any ideas, while testing the game, don't hesitate to share them.
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Re: Farmyard Madness

Postby Fireleaf » Sun Apr 29, 2012 12:41 am

I am stoked! Really looking forward to when this is released.
About the levels, you could leave them in a sort of "random order" too if you wanted to. Gradually increasing difficulty seems to be the norm in most games, but it doesn't mean you HAVE to do it. Just sayin'. :)
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Farmyard Madness

Postby Lee » Sun Apr 29, 2012 6:47 am

Fireleaf wrote:I am stoked! Really looking forward to when this is released.
About the levels, you could leave them in a sort of "random order" too if you wanted to. Gradually increasing difficulty seems to be the norm in most games, but it doesn't mean you HAVE to do it. Just sayin'. :)


I know but I originally intended the levels to get gradually more difficult as you go along (as there are no difficulty settings in the Options) and like you said, it is the 'norm' for most games ;).


EDIT: There is 1 bug that is holding back the beta and it is a fu**** to say the least. For some reason when the game is played from the very beginning (and you have to go through all the menus and whatnot) certain elements in certain levels break. At the moment it stands at; vegetable animations not playing correctly, certain zones ignoring scripts and more seriously, keys not showing up when you've rescued all of the animals (making the level impossible to complete). Yet everything will work perfectly if the level is tested individually. Obviously something is not being set up correctly when you go through the menus but I've had no luck finding anything wrong.

I'm not sure how long it will take to fix this single bug, that is holding back the beta. It's just one of those bugs that makes absolutely no sense :(.
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Re: Farmyard Madness

Postby Indiana 266 » Tue May 01, 2012 1:25 pm

Phew, I almost forgot I signed up to test this, hope you get that bug fixed soon.
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Re: Farmyard Madness

Postby Lee » Wed May 02, 2012 11:58 am

Indiana 266 wrote:...hope you get that bug fixed soon.


Haha. Well I've managed to "fix" the bug but it doesn't really make any sense (I suppose that's what 001 is famous for :lol:).

The vegetable animations breaking is the result of my 'New Game' interface being turned on. I went through all of the scripts in that interface, pulled bits apart and re-tested the game over and over again to see if I could isolate the problem but I've had no such luck (mainly because there isn't anything in there that can alter sprite animations, in fact that isn't even possible anyway, via script).

The second, more serious problem of the keys not showing up when all of the animals have been rescued, was the result of me using the 'Pre-load Map' event. Yes, that's right. I've wasted days over this, only to find that the source of the problem has absolutely nothing to do with the bug...only it does. It's all very confusing :P.

*sigh*
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Re: Farmyard Madness

Postby 11th Hour » Wed May 02, 2012 4:23 pm

Thank you, Thank you SOOO much for your message not saying that the game was ready for testing (I still am stoked about testing it). That would have be another "slam" of work for me this week (yeah it's been one of those weeks). :?

Hopefully you can get the bug fixed soon and I look forward to testing it (isn't it funny that engine001 only recognizes code if it's in a certain order :roll: ).
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Re: Farmyard Madness

Postby Lee » Fri May 04, 2012 4:45 pm

ATTENTION EVERYONE! THIS IS AN IMPORTANT UPDATE!

04/05/2012: Which isn't to say all of my updates aren't important but this update is particularly special :P! For the past couple of days I've been rather busy with work and haven't had much time to work on Farmyard Madness as much as I'd like to HOWEVER I had some extra time today and I thought it was about time that I got stuck in and got the trailer out...and I have! The official PC trailer for Farmyard Madness is below :D:


Psst...It looks better when viewed on YouTube ;).
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Re: Farmyard Madness

Postby Fireleaf » Tue May 08, 2012 3:07 am

NICE! Looks good. Real good! :D
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
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Re: Farmyard Madness

Postby Lee » Thu May 10, 2012 5:43 am

To see an article about Farmyard Madness visit:
Code: Select all
http://indiegraph.wordpress.com/2012/05/07/farmyard-madness-preview/



10/05/2012: The official web site is finally live! Had to wait a while for my server change to take effect and it finally has. Many of you have seen the official web site for Farmyard Madness but it has been recently updated. The video place holders have been replaced with the actual preview trailer, the F.A.Qs have been updated, system requirements have been posted, Terms & Conditions have been completed, etc.

You can see the official Farmyard Madness web site here:
Code: Select all
http://www.alomerain.com/FarmyardMadness/


The main Alomerain web site has also been updated to inform people that our web site design and database creation services have been discontinued and to point people to the Farmyard Madness web site.


BETA TESTING: The first closed beta (v0.9.1) will be released tomorrow (Friday 11th May). I see no reason to keep holding back the beta just because of 1 bug. So I've bypassed it for now so that you guys can test the game and start providing some much needed feedback. I could release it right now but I've been messing around with a lot of scripts trying to fix this bug and I have a feeling that I may have broken something in the process so I am going to give the game another quick run through - unfortunately I don't have the time to do that today which is why it'll be done tomorrow instead.

All of this information and more will be sent to each beta tester via PM once the beta becomes available. Thanks again to those that signed up :).
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Re: Farmyard Madness

Postby 11th Hour » Thu May 10, 2012 7:37 am

AWESOME!!! \m/
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Re: Farmyard Madness

Postby Lee » Fri May 11, 2012 4:16 pm

11/05/2012: As promised the first beta version (v0.9.1) has been released. All beta testers have received PMs with the appropriate information.

In case you have forgotten here are all of your assigned Acts:

- Indiana 266 (Woodland Forest)
- tower07 (Icy Mountain)
- 11th Hour (Cloud Top)
- Fireleaf (Boogie Swamp)
- Tomeh999 (Misty Meadow)
- Mr.Numbers (The Meat Factory)

Beta testers who are testing the entire game:

- Aleff Correa
- o0 Sniper 0o
- Lucridis (my colleague who also composed all of the games music)

- and myself

Beta testers are reminded that any unauthorised distribution of Farmyard Madness is strictly prohibited.
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Re: Farmyard Madness

Postby tower07 » Fri May 11, 2012 5:32 pm

*Gets hands on beta*
*Is never heard of again for 4 years*

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Re: Farmyard Madness

Postby Danny » Fri May 11, 2012 6:14 pm

tower07 wrote:*Gets hands on beta*
*Is never heard of again for 4 years*


lol i like that one! :lol:

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Re: Farmyard Madness

Postby Lee » Sun May 13, 2012 2:25 pm

13/05/2012: Beta testing is well under way and I've already received my first bug report from Lucridis (who is one of the few of us testing the entire game). He's broken his testing down into groups and his first report was on all of the GUIs in the game. Fortunately there were few bugs in that department (the ones reported have now been fixed) but he did provide several suggestions and I've implemented a few of them.

They're only small touches but some of them make a big difference, like this one for example:

updated_menu.jpg

The sky colour has been changed to a lighter blue/darker blue combination and the clouds are no longer static - they slowly drift to the left. You may also notice that there is a new menu animation that has also been added to provide a little more diversity.

Several main game bugs in the Woodland Forest act have also now been fixed.

...and lastly the new cloud boss sprite is almost finished. Once it is completed I will be sure to post a screen shot to get your opinions on it. Thanks again for the testers that have already reported bugs and/or given suggestions to help improve the game :).
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Re: Farmyard Madness

Postby 11th Hour » Sun May 13, 2012 5:30 pm

I might be taking a bit longer than the rest because, when I'm testing, I'm testing every level 3 times to make sure I get everything.

EDIT:
Oh and P.S: you might want to change your signature pic Lee ("Beta testing starts soon. Send a PM to sign up").
Last edited by 11th Hour on Sun May 13, 2012 7:25 pm, edited 2 times in total.
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Re: Farmyard Madness

Postby tower07 » Sun May 13, 2012 6:07 pm

I'm probably gonna take a while to test too, because I'm awful at these kind of games. :P

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Re: Farmyard Madness

Postby Lee » Mon May 14, 2012 3:56 am

11th Hour wrote:I might be taking a bit longer than the rest because, when I'm testing, I'm testing every level 3 times to make sure I get everything.


tower07 wrote:I'm probably gonna take a while to test too, because I'm awful at these kind of games. :P


Fair enough. There is a major problem that one of the beta testers has found where the player seems to re-spawn higher off the ground then it is supposed to (which can cause the player to get stuck in tile-sets). We believe this may be related to the layers bug I've reported, just be wary if you die :P.

11th Hour wrote:EDIT:
Oh and P.S: you might want to change your signature pic Lee ("Beta testing starts soon. Send a PM to sign up").


Haha yeah. I'll put it on today's to-do list ;).
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Re: Farmyard Madness

Postby Indiana 266 » Mon May 14, 2012 11:06 am

Aw! I missed it! I managed to be not home for those days, I was picking up and dropping off my brothers fionce. :(
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Re: Farmyard Madness

Postby Lee » Mon May 14, 2012 2:03 pm

Indiana 266 wrote:Aw! I missed it! I managed to be not home for those days, I was picking up and dropping off my brothers fionce. :(


I've sent you a PM.


14/05/2012: Some more things have been fixed and a few more things have been added. I mentioned that the Cloud Boss was getting a bit of an overhaul but I've also given the Giant Wave Boss an overhaul as well - specifically I've added an ending animation where you see the wave diminish, the flames go out and the smoke clear which makes it more fulfilling.

Also there will be a temporary 'Unlock Everything' button on the Level Complete screen, as requested by one of the testers, so that you'll be able to test the Running Shoes, Double Jump, Armour and Secret Level without having to collect the necessary vegetables.

Thanks again to those of you who have been prompt with your reports, it is much appreciated :).


Announcement

I'd like all beta testers to send me their list of bugs (so far) by the end of the day (or tomorrow morning at the latest) - via PM and NOT HERE!

I know this is a very early call and I'm not expecting you to have found all the bugs or finished testing your designated areas. I just want what you've found so far so that I can put out v0.9.2 tomorrow. Originally this version wasn't going to be released until another week or so but Indiana and Fireleaf missed the first beta and I was about to give them my work-in-progress v0.9.2 beta when I realised that would mean they'd be testing a newer version then the rest of you and would be a little bit unfair :P.

So if I'm going to release this new beta ahead of schedule I want to fix some more bugs (as I know there are quite a few annoying ones at the moment) to try and make the beta testing a little more pleasant. I know some of you are getting frustrated with some of the bugs and that is understandable.

Also the previous security feature (of the beta being automatically taken down after a set amount of time) will be disabled this time around to prevent this problem from occurring again ;).
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Re: Farmyard Madness

Postby Indiana 266 » Mon May 14, 2012 2:21 pm

I'm glad I wasn't the only one. :)
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Re: Farmyard Madness

Postby Tomeh999 » Mon May 14, 2012 5:09 pm

I'll try to send you as many bugs as I can find, I've only played through 6 levels of my act, but have come up with a big list :/
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Re: Farmyard Madness

Postby Aleff Correa » Mon May 14, 2012 9:13 pm

Lee, I can't download the beta from the link provided by PM...

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Re: Farmyard Madness

Postby Lee » Sat May 19, 2012 5:41 pm

Aleff Correa wrote:Lee, I can't download the beta from the link provided by PM...


Most probably because you missed it like some others did :P. It had an auto-take down feature that I'll be removing this time around ;).


Thanks to 11th Hour, Tomeh999, tower07 and Lucridis for promptly responding to my request and sending their current list of bugs. I assume that the rest of you either haven't started testing yet or haven't looked at this thread to know to send bug reports.

I'll try and fix as many bugs as I can and upload the beta by the end of the day. There are also a few things I want to add to the game including a buffer system (as I think the game could really use one). If you've played games like Sonic and Mario you'll know what I mean otherwise you'll just have to wait and see for yourselves :P.

15/05/2012: The new beta has gone LIVE! All beta testers should have received a PM with instructions on how to download as well as a full copy of the v0.9.2 change log that contains many fixes and a couple of additions too.

And as before all beta testers are reminded that unauthorised distribution of Farmyard Madness is strictly prohibited.



19/05/2012: Lots of bug reports have come in recently and I have spent most of the day fixing bugs, there are still bugs that need fixing but I should have them all fixed by tomorrow. Then I will get to work on implementing the buffer system, which should make the game a little friendlier, as well as implementing some other features/making tweaks here and there. More sound effects and particle effects are also going to be put in to make the game look and sound better :).

Also now that iOS will soon be ready in 001 I have been thinking more about the FM mobile version. I've realised that the game will need to be heavily stripped down for the mobile platforms because it is simply too big (it's around 50MB at the moment). Decisions are still being made about what is being cut but we have been thinking about cutting the game in half and only putting 50 levels in the mobile version. The music department is also something that will most likely be heavily stripped down as it makes up most of the games file size. Please feel free to comment on this as we are open to suggestions.
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Re: Farmyard Madness

Postby tower07 » Sat May 19, 2012 9:48 pm

How are you planning to cut the levels?
Remove a few entire worlds, or a few levels form each world?

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Re: Farmyard Madness

Postby Lee » Sun May 20, 2012 6:29 am

tower07 wrote:How are you planning to cut the levels?
Remove a few entire worlds, or a few levels form each world?


We'll most likely just pick 8 of the best levels from each act (keeping all of the acts but there would be only half of the levels in each act). This is just an idea at the moment, we haven't decided on what we are going to do as of yet, that's why I brought it up to get peoples feedback and ideas of what we could do.
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Re: Farmyard Madness

Postby metomunc » Thu May 24, 2012 6:16 pm

Wow. This is probably the most serious beta testing of an 001 project I've ever witnessed. More power to you all. This should be good. :)
Who should I really listen to?

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Re: Farmyard Madness

Postby Lee » Wed Jun 13, 2012 2:55 pm

metomunc wrote:Wow. This is probably the most serious beta testing of an 001 project I've ever witnessed. More power to you all. This should be good. :)


Haha, that's because this is a very serious project (well at least to me anyway) :P.


25/05/2012: Thanks to the amazing work of several beta testers I have managed to fix a load of bugs making v0.9.3 a very stable version. We're coming to the end of the testing now (yeah already) and v0.9.3 will be available to download at some point this weekend. I've still got to finish implementing the new buffer system as well as a few other suggestions that some of you have made but that shouldn't take me too long.

v0.9.4 (though still in debate) will only be tested by a handful of beta testers that have proven that they can find bugs effectively. This is because v0.9.4 will be the last beta version before the release version so we want to try and keep the number of testers down to the few that have proven themselves useful. v0.9.4 is where I'll be adding more sound effects and special effects to make the game look and sound better. I will also be cleaning up my scripts, reducing the system requirements that the game needs (mostly Hard Drive space and RAM) and fixing any bugs reported in v0.9.3.

In v0.9.3 beta testers are encouraged to play through the entire game to see if they can complete it without experiencing any problems (and reporting any problems that are found). This is of course optional as we'll be doing this in v0.9.4 but not all of you will be able to test that version which is why I am encouraging you to do so.


26/05/2012: It's been a while since I showed some screenshots of the game so I thought I'd show off the new buffer system that has just recently been added to v0.9.3:

buffer_system.jpg
buffer_system.jpg (7.5 KiB) Viewed 1675 times

The buffer system works similarly to Sonic and Mario games where the player doesn't die instantly after a single hit but rather gets a second chance. This feature has really been needed in Farmyard Madness for quite some time as it can be quite frustrating when you die after a single hit. When the player is hit they are pushed back a bit and become invincible for a short amount of time. A little icon is displayed over the players head to indicate that the buffer is gone. The buffer can be replenished by collecting the Heart item and more hearts have been scattered throughout various levels as there weren't really that many to begin with. The buffer system only works in certain circumstances though. If you fall into water or fall off the screen (Cloud Top) you will die instantly like usual.



08/06/2012: Just a small update (for those that check back):

v0.9.3 was ready for testing a while back but couldn't be tested. I foolishly installed a beta version of 001 a few days before v0.9.3 was ready and of course I couldn't export it as a result. Instead of sitting and waiting for the next subby beta I began work on v0.9.4 (which is the last beta before release). Unfortunately only myself and my colleague will have access to this beta because the game is rather stable now and there aren't really any more bugs left to find (thanks for the excellent job you beta testers did at tracking them all down).

v0.9.4 is basically a clean up of the game. Graphics and music are being compressed and optimised in order to reduce the system resources the game demands, scripts are being cleaned up and in some cases re-written to again reduce system resource usage and whatnot. In addition to that a mini-game is also being added as a fun little extra that players can unlock - it was originally going to be a bonus level but was scrapped for the more simplistic ones that took its place but because it had already been created there is very little I need to do to get it working again.

This of course means that the game will soon be going on sale!



12/06/2012: Another small update. I've began work on compressing the game in preparation for its release (a release date has been set and will be announced relatively soon). I've only compressed the Music and Backdrops so far (as those are the main contributors to the file size) and here is the before and after comparison:

BEFORE:

Hard Drive Space - 54 MB
RAM - 351 MB

AFTER:
Hard Drive Space - 35.65 MB
RAM - 335.76 MB

There is no noticeable loss of quality either ;)! Various sprites are also going to be optimised in order to reduce the file size further and various scripts, throughout the game, are being cleaned up as well.

In addition, I will be posting a screenshot of the mini-game sometime tomorrow (which was added in v0.9.4) so that will be something to look forward to. It's a very busy time for me at the moment as so much has to be done in preparation for the games release, such as; security software for my server, a new trailer showing off the game with all its features, a slightly updated web site with updated content, updated Facebook/Twitter feeds and the creation of the FREE demo. All of this will be happening in the next fortnight...so you can probably guess when the game will be released :P.


------------------------------------------------> NEW UPDATE

13/06/2012: As promised here are some screenshots of the 'Catch the Animal' mini-game:

mini-game.jpg

mini-game2.jpg

It's very simple really. Different animals will fall from the top at random and you have to catch them in the net (which is controlled by the mouse). There are different levels within the mini-game where the animals just fall faster and faster - each time making it more challenging. Additional items will also fall as well, some of which have to be avoided. If you miss an animal you will lose a life and once all of your lives are gone the mini-game is over. Lastly, the mini-game has to be unlocked by playing the main game and collecting all of the Bonus Coins (45 in total) and once you've completed so many levels within the mini-game you'll unlock the 'Chicken Easter Egg' - which basically turns the player (main game) into a chicken sprite.

Also, the clean up is now complete and I've managed to reduce the file size by an extra 2.3 MB making the game 33 MB in total.
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Re: Farmyard Madness

Postby C0c1 » Thu Jun 14, 2012 2:36 pm

Sounds very fun, awesome professional graphics this could very well be the flagship game 001 needs, nice work :)
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Re: Farmyard Madness

Postby Lee » Sat Jun 23, 2012 6:18 am

C0c1 wrote:Sounds very fun, awesome professional graphics this could very well be the flagship game 001 needs, nice work :)


Thanks :)


23/06/2012: Thought I'd update your guys on some of the recent developments of the game. A lot of changes have been made in v0.9.4 (and v0.9.3 for that matter) that the beta testers have not been able to test, so this will be new to all of you:


Equip/Unequip Feature:
One of the beta testers made this request when v0.9.2 was released and it was added to the game a week or so ago. When you purchase items from the Market they are automatically equipped but you can now unequip items that you don't want to wear and re-equip them at your convenience. This was requested because some of the items may not be as useful for some of the levels and before, when you bought an item in v0.9.2, you were stuck with it for the rest of the game.

equipment.jpg


"NEW" Backdrops:
In another effort to reduce the system resources the game uses I turned back to the backdrops (that have already been compressed) to see if I could lower their file size even more, as they are the biggest contributors to the games file size. Unfortunately there is only so much compression one can do but then I came up with an idea. By removing all of the colour from the backdrops I was able to cut the file size of each image by half and when I looked at it in-game it actually looked pretty good because it drew the eye more to the foreground and made it easier to see certain things on the level (such as the vegetables that sometimes blended in with the background, depending on which act you were on). Here's a screenshot from the Boogie Swamp act showing the changes:

greyscale.jpg

I'm still playing with the lighting/colours within 001 to give it a more subtle blend, instead of it just being colour on the foreground and black/white on the background however there is only so much colour I can add to the background before it starts to look tacky.


2nd Level of Compression:
As mentioned above I have been trying to compress the game down even further then my first attempts as I still wasn't happy with the file size/RAM usage of the game. I've managed to optimise several of my sprites to reduce their file size even further as well as the changes made to the backdrops (mentioned above) that has also reduced the file size as well. Here are the results:

BEFORE (no compression):

HD: 54 MB
RAM: 351 MB

AFTER (1st level of compression):

HD: 33.02 MB
RAM: 335.76 MB

AFTER (2nd level of compression):

HD: 26.65 MB
RAM: 273.82 MB



When is the game coming out?
Still not entirely sure. The game will be finished fairly soon but there are still many things that I have to do afterwards before the game can go on sale. Suffice it to say the game is "not coming soon" ;).
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Re: Farmyard Madness

Postby Danny » Wed Jul 04, 2012 7:06 pm

You post and post about your game, explain every feature in detail, you sneak in some great video footage of your game and give us great details that leaves us wanting to know more and grab a copy and you let us down by telling us its no where near a release date! :( :lol:

Of course great things take time, Anway keep up the excellent work.

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Re: Farmyard Madness

Postby Lee » Thu Jul 05, 2012 3:51 am

o0 Sniper 0o wrote:You post and post about your game, explain every feature in detail, you sneak in some great video footage of your game and give us great details that leaves us wanting to know more and grab a copy and you let us down by telling us its no where near a release date! :( :lol:


Perhaps I should have used this smiley :P - When I said "Not" coming soon I was being sarcastic, the game is actually finished and now that the new subby version has been released I can finally build a version for some of the beta testers to double-check everything before it is ready to go on sale. While they're busy double-checking the game I'll be creating a new trailer, updating the web site, setting up the security software on my server - needed to prevent people downloading the game for free and all that other stuff in preparation for the release date - of which is still being kept a secret for the time being but will be announced relatively soon ;).
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Re: Farmyard Madness

Postby Indiana 266 » Thu Jul 05, 2012 7:05 am

I think you could sufficiently change it to, 'coming soon'; even if it takes several months due to some crazy bug, which it likely won't.
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Re: Farmyard Madness

Postby Lee » Thu Jul 05, 2012 11:00 am

Indiana 266 wrote:I think you could sufficiently change it to, 'coming soon'; even if it takes several months due to some crazy bug, which it likely won't.


I used the "Not Coming Soon" phrase as that was something I put on my signature when FM was in production, as I've noticed that "Coming Soon" is used far too frequently and often doesn't mean that it is actually coming soon at all :P.

There really aren't any bugs left in the game. A lot has happened since the last beta that went out to you guys. I'm up to v0.9.5 now and I've played through the entire game multiple times to track down any lingering bugs that may have been missed. There were a lot of little glitches in the jump between v0.9.3 and v0.9.4 (some of which prevented certain levels from being completed) but these have since been fixed and you can now play the game from start to finish without encountering any game-breaking bugs. If there are any bugs left they will most likely be trivial things that should be relatively easy to resolve.

Only a handful of beta testers will get a chance to test this RC version but each of them will be playing the entire game from start to finish and they've all proven to be rather thorough at finding bugs so if I've missed any bugs I'm sure they can flush them out :).
Last edited by Lee on Thu Jul 05, 2012 11:01 am, edited 1 time in total.
Reason: Automatically merged double post.
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Re: Farmyard Madness

Postby serrafina » Fri Jul 06, 2012 3:20 am

Don't forget to update the first post of the first page! ;) There's always new people in the forums who might check out this topic! It looks good! Keep up the good work!

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Re: Farmyard Madness

Postby Lee » Fri Jul 27, 2012 5:22 pm

Haha, I haven't forgotten. It definitely needs updating and I intend to create some nice banners and little sub heading images to make the page look all fancy and whatnot. Something I'm planning to do this week along with everything else I need to do before the game can go on sale. Very busy week ahead of me but it will also be a lot of fun :D.


16/07/2012: Quick update, since I haven't made one in a while. First bug reports of the RC version have started coming in. Some bugs have been found but fortunately they've all been rather minor things that have been relatively easy to fix. I'm still waiting for the last of the reports so more bugs might be found but so far so good :). You should also expect to see this thread in the 'Completed Games' section some time soon too.

Thanks to all of you supporting the project and a special thanks to all of the beta testers who have helped make the game what it is today.


-------------------> NEW UPDATE!
27/07/2012: Time to bump this thread I think. Right, I've sort of neglected this thread so I shall fill you guys in. As you know FM has been in beta testing for quite some time now and it's come a long way since (for those of you who only got to test up to v0.9.2).

001 user wanted!

I'm getting ready for the release BUT before I do that I want ONE user on the 001 forums to play through the game as a user. I'm going to be playing it and I have a colleague who will also be playing it too, so you won't be the only one. I want a users perspective on the game, as a whole. Basically I need someone who has the time and the dedication to play through FM and complete it 100% - within a week (preferably) not only to make sure everything works but to get some last minute feedback on level design, features, etc. Level design is not one of my strong points and I've made numerous changes to the levels throughout the development of the game. I really need a user to give some feedback on the levels and provide suggestions to any they feel need it. Of course you will also need to report any bugs that you find but the beta testers have done an amazing job at tracking them down and at this stage there really aren't any bugs (well not game-breaking anyway as I've completed the game several times, as well as several others).

Only 1?

Yes, only one. Why? The version that this person will be testing is the Release Candidate and I don't want too many people to play this version because it might discourage them from purchasing the game when it's released. This is literally the final version, if this user comes back and says "YAY! This is great, no changes needed" then the only thing I will do is change the version number and hey presto, we're done. So yeah, this is like the end of development :P.

Who qualifies for this position?

- Someone who has a lot of free time that can play through the entire game (preferably within a week, though not required).
- Someone who doesn't mind giving constructive criticism when it's needed.
- Someone who has a keen eye for things (in that you can notice tiny details, etc. to help track down any lasting bugs/imperfections)

I'm sure there are other things but I can't think of them right now and these are the main points :P. IF YOU'RE INTERESTED SEND ME A PM OR POST IN THIS THREAD. IF THERE ARE MULTIPLE REQUESTS I WILL MAKE A DECISION AND LET THAT PERSON KNOW VIA PM.

Thanks.
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Re: Farmyard Madness

Postby C0c1 » Sat Jul 28, 2012 4:03 pm

I would of course love to take on this position as i'm sure many others would. Sadly I will be out of town all next week but I could play through it when I got back, though I would understand if you wanted someone who could devote more time to the project. Also as a side note I have beta tested for 001 games and some ios games in the past
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Re: Farmyard Madness

Postby Danny » Sat Jul 28, 2012 7:00 pm

I don't mind giving it shot, am not working on Blobs Adventure until my backdrops ( Backgrounds ) have been made, am looking at around two week for them to be done so i can devote the time if needed, of course last time i was slightly unorganized but i can pull it off. This wont effect me purchasing the full version either. :shock:

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Re: Farmyard Madness

Postby Lee » Wed Aug 08, 2012 11:59 am

Sorry for the late response but a place was already filled, should have updated this thread really.
---------------------------------------------------------------------------------------------

GOOD NEWS EVERYONE!

Well actually there is a bit of bad news as well so let's start with that:

» iOS/Android development discontinued

As it says in the heading, iOS/Android ports of Farmyard Madness have been discontinued - making Farmyard Madness a PC game only. Why? Well there has been a lot of debates about this for quite some time but a decision was finally reached. The problem is that Farmyard Madness has become far too big and complex for the mobile platforms. It's not so much the file size of the game that is an issue (as I've managed to compress the game considerably since beta testing began) it's the game itself that is too big and complex. If you look at the various games for the mobile platforms you'll notice that the game play is rather simplistic. Farmyard Madness, on the other hand, is not simplistic and getting it to work on the mobile platforms will be a huge undertaking, not to mention that it probably wouldn't turn out the way I'd want. Also, another thing that has played a part in this decision is the fact that I can't afford to pay for the marketing of the game and if I can't pay for the marketing then there really is no point, as very few people would know about it and with profits being split it wouldn't be a good return on investment. I can tell you that if FM meets my minimum target goal that I will be working on other games specifically for mobile use and not for PC - FM was supposed to be a mobile game but it has grown considerably more complex from the early concept that I started almost a year ago.

» Farmyard Madness is COMPLETE!

YES! FINALLY! With the help of the beta testers and several individuals that reviewed the game I can now say that the game is fully complete! YAY! As mentioned in earlier posts I have had some general users play the game to give some overall feedback (these were people who hadn't seen FM until now). Based on their reactions I've re-designed some of the levels and made a few minor tweaks to many levels to make the game more fair and more fun. The boss battles have also had some considerable improvements since the early beta testing, in fact each and every one of them has had some significant improvements done to them. The overall reactions to the game have been surprisingly good, with a lot of them saying that the game could do quite well, if I can get the word out.


» When is it going on sale?

I can't say yet. There is something I need in 001 before I can launch the game. I was hoping to get the game released on the 17th August (as that marks the 1 year anniversary of Farmyard Madness) but there is no way of knowing if this thing can be implemented into 001 before then. It would be nice to release the game on its anniversary but I cannot be certain at this point I'm afraid.

» Is there a FREE demo I can play?

Not yet but soon! Now that the game is complete I can easily create a demo version by copying the project and taking out bits and pieces. The problem is if I start hacking away at the game it might create bugs and glitches so I need to be very careful as to how I do it. As such it will take some time and I may have to debug the demo version before it is released to make sure that no bugs have been created. I can tell you that it will be uploaded to the 001 web site and there will also be a slightly different version uploaded to Alomerain.com once the game goes on sale (the differences aren't related to the game itself rather the installer, etc.)

» Can I see the new trailer and web site?

No, I'm afraid not. The reason is because the new web site update and trailer have "Buy it Now!" messages and of course the game cannot be bought at the moment so I cannot upload these until the game actually goes on sale. I will be uploading a whole bunch of new screenshots to the Farmyard Madness Facebook page and I'll post a few here as well so you'll be able to see some of the game improvements and whatnot.


I'd also like to take this opportunity to thank, once again, all of those who have supported the project and a special thanks to 'o0 Sniper 0o' who has agreed to help advertise Farmyard Madness once the game is out.


I will be posting some screenshots later today!
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Re: Farmyard Madness

Postby C0c1 » Wed Aug 08, 2012 12:52 pm

Congratulations :) I look forward to playing this
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Re: Farmyard Madness

Postby Danny » Wed Aug 08, 2012 12:55 pm

Congratulations Lee i hope everything goe's well with the game you have shown great work and commitment to Farmyard Madness! :D

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Re: Farmyard Madness

Postby Tomeh999 » Wed Aug 08, 2012 7:33 pm

Congratulations Lee, I'd like to appologize for not being able to go through all beta testing periods, I really wanted to do it and help you out. I wish you luck and lots of monehs.
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Re: Farmyard Madness

Postby Indiana 266 » Wed Aug 08, 2012 9:37 pm

'Grats Lee!
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Re: Farmyard Madness

Postby tower07 » Wed Aug 08, 2012 11:23 pm

Yay!!

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Re: Farmyard Madness

Postby Lee » Thu Aug 09, 2012 6:18 am

Thanks guys! As promised here are some screenshots:

woodland_forest1.jpg

misty_meadow1.jpg

cloud_top1.jpg

tutorial1.jpg

icy_mountain2.jpg

bulros_boss.jpg

boogie_swamp1.jpg

main_menu.jpg

To see more please visit:
Code: Select all
http://www.facebook.com/FarmyardMadness


FREE DEMO:

I am currently working on the FREE demo version that I hope to get finished within the next week for you guys to play through. The demo version will contain 5 out of 100 levels, one of which is the tutorial level and the other 4 are just randomly selected from various acts so that players can get a small taste of the game. There will be no auto-saving in the demo version (as there is really no point to it). In addition there won't be a Market on the Level Complete screen and the player will not be unable to access Bonus Levels or the Mini-game. They may still be present but a message will just come up that says "Not available in the demo version, buy the full version!" or something like that.

What's your next project Lee?

I've had a few PMs in regards to what I will be working on after FM has been released so I thought I'd post it here for all to see. I actually have several different paths that I've laid out and depending on how well FM does, will depend on which path I take. There is another big game I want to start working on but I do need some money to pay for various bits and pieces for it and I don't really want to start this project unless I have the money to support it. I'm hoping FM can make enough money to fund this project as it's something I'd really want to start working on. Otherwise I will most likely start working on smaller games that are specifically for iOS/Android platforms and again use the money from those games to fund this new project. I've also thought about expanding more on my graphical work and animation as I really enjoyed doing all of that stuff for FM. But like I said, it all depends on how much FM makes so if you like the game I'd very much appreciate it if you'd consider purchasing the full version, once it becomes available, as it will really help me out. I'd also like to thank those of you who have recently contacted me to tell me that you intend to buy my game when it is released, it means a lot :).
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Re: Farmyard Madness

Postby C0c1 » Thu Aug 09, 2012 12:32 pm

Did we decide on a price point yet? I really want to purchase this just because I know a lot about 001 and being able to break this game down in my head would be fun XD
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Re: Farmyard Madness

Postby Lee » Thu Aug 09, 2012 1:30 pm

C0c1 wrote:Did we decide on a price point yet? I really want to purchase this just because I know a lot about 001 and being able to break this game down in my head would be fun XD


The full game will cost £5 (or 6.35 EUR/7.82 USD approx) and I would very much appreciate it if you did buy the full game, as it would help me out a lot :).
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Re: Farmyard Madness

Postby C0c1 » Thu Aug 09, 2012 2:08 pm

My general rule with PC games is if it is under 10 dollars I buy it XD I want to play the demo first but yeah i'll give it a purchase probably to support both 001 and yourself this is kinda a big deal for the engine as a whole really
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Re: Farmyard Madness

Postby Lee » Thu Aug 16, 2012 4:39 pm

16/08/2012: The game is scheduled to be released tomorrow. Tomorrow is also a special date as it marks the 1 year anniversary of the Farmyard Madness project. There are still a few things that I need to take care of however I am confident that I can get them done tomorrow and then the game can be released, providing the next subby beta is available tomorrow so that the game can actually be built. Fingers crossed.

I will update the first post tomorrow if the game becomes available. I have had a few hiccups with the new trailer but since the trailer is part of the marketing I have pushed it back till after the game has been released, so assuming the game goes out tomorrow I will try and get the new trailer out by either Saturday or Sunday. The official web site has been updated and is standing by so all I am really doing tomorrow is double-checking the game and the demo version, building them, integrating them into the installer (of which has also been taken care of) and then finally uploading the game and the web site updates.
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Re: Farmyard Madness

Postby Danny » Thu Aug 16, 2012 4:47 pm

A new subby version was released on the 10th of this month, is this not the one your waiting for?

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Re: Farmyard Madness

Postby C0c1 » Thu Aug 16, 2012 4:51 pm

Looking forward to it Lee. :)
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Re: Farmyard Madness

Postby macrostrata » Thu Aug 16, 2012 8:36 pm

Looks great congrats on this

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Re: Farmyard Madness

Postby tower07 » Thu Aug 16, 2012 9:37 pm

Congratulations Lee!

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Re: Farmyard Madness

Postby Lee » Fri Aug 17, 2012 1:37 pm

17/08/2012: Change of plans. Looks like the next subby beta isn't going to be out today :(. The good news though is it will give me some time to fix some issues I'm having with the new trailer and to test everything out on the new web site (as setting up all the payment/direct download stuff took longer than I thought so I haven't had much time to fully test it out). The new estimated release date is this Monday (20th) but again there is no certainty on this I'm afraid.
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Re: Farmyard Madness

Postby Fireleaf » Mon Aug 27, 2012 4:03 pm

... so ... now what?
Hey, I compose custom music for games (for free). PM me about it.

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Re: Farmyard Madness

Postby Lee » Mon Aug 27, 2012 5:08 pm

Yeah, I apologise for not updating this. Mike is currently away so there won't be a new subby beta until he gets back. I've managed to test everything out with the web site and whatnot and its all working great so as soon as Mike is back and releases the next subby beta I'll be able to put the game up. I've been doing some things for 001 in the meantime and organising various advertisements for when the game is released to help spread the word.
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Re: Farmyard Madness

Postby Wonderland » Tue Aug 28, 2012 5:31 am

Sorry about the review thing, it may not get done for a bit. What do I use to review? The game that you will post up when Mike returns?

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Re: Farmyard Madness

Postby Lee » Wed Aug 29, 2012 11:13 am

Wonderland wrote:Sorry about the review thing, it may not get done for a bit. What do I use to review? The game that you will post up when Mike returns?


As stated in my PM, you will be able to make use of new screenshots, a new trailer, new information (on a new web site that will be uploaded when the game is released) and a FREE playable demo that has 5 out of the 100 levels in the full version. All of which will become available once the game goes on sale.


WHEN WILL IT BE RELEASED??!??!!?!?

I know some of you are eagerly awaiting the release of the game and I wish I could accommodate you. Unfortunately I don't know when the game is going to be released. As previously stated everything has been taken care of and properly tested and the only thing I'm waiting for is the next subby beta so that I can build the game and upload it. I want the game out as much as you do but you're going to have to wait. I don't have a release date and I can't even take a guess but as soon as the next version becomes available the game can be uploaded. It's as simple as that. Please stop messaging me about it! When the game is released, you'll know - believe me ;).

EDIT: Just so people don't get confused that statement above wasn't directed at Wonderland, it was directed at those that have been recently messaging me about the games release.
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Re: Farmyard Madness

Postby Wonderland » Thu Aug 30, 2012 5:41 am

Just tell me when you have everything ready for me.

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Sat Sep 01, 2012 9:56 pm

THIS IS LIKE THE MOST IMPORTANT UPDATE EVER!

As you can probably tell in the subject THE GAME IS NOW ON SALE!!!!!! HOORAY! I'm going to update the first post later today because it is REALLY late here in England (3AM) and I really need to get some sleep. So what I've done is just built the game and uploaded everything, it all works and has been tested and whatnot so ENJOY!

Click link on signature.

^ New trailer, new screenshots, new info, a FREE playable demo to download and of course the main game. IF YOU LIKE THE GAME PLEASE CONSIDER PURCHASING THE FULL VERSION AS IT WILL HELP ME OUT A LOT!

Thanks to all of those that have supported me during this, a big thanks to Mike for getting the new version out and now I'm going to bed so goodnight! :lol:
Last edited by Mike on Sat Sep 01, 2012 10:13 pm, edited 1 time in total.
Reason: Removed hacked link.
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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Sat Sep 01, 2012 10:14 pm

Brilliant news Lee, glad to see the game is finally out, i will defo be purchasing a copy. I bet your glad its finally on sale? After all you put nothing but hard graft into it. Good luck :D

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Re: Farmyard Madness - BUY IT NOW!

Postby Gamerdude » Sat Sep 01, 2012 10:23 pm

I don't see the "Add to Bag" button. :(
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Re: Farmyard Madness - BUY IT NOW!

Postby Tomeh999 » Sat Sep 01, 2012 10:30 pm

Woot! I'd love to buy it but I can't. It's the thought that counts though, right?
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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Sat Sep 01, 2012 10:32 pm

Gamerdude wrote:I don't see the "Add to Bag" button. :(


Neither do i? Also the link in the signature dont work either :shock:

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Re: Farmyard Madness - BUY IT NOW!

Postby Dunce » Sat Sep 01, 2012 10:55 pm

Click his "official website" link to go to the page.
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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Sat Sep 01, 2012 10:58 pm

Dunce wrote:Click his "official website" link to go to the page.


Yeah i know that, but it says click the signature... some people may you know not realise? lol

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Re: Farmyard Madness - BUY IT NOW!

Postby C0c1 » Sat Sep 01, 2012 11:07 pm

I just got done playing a bit of the demo and i'm really impressed. I think all of us have always had a question as to how professional we could get with 001, rather, was it a viable tool for business as well as pleasure. Farmyard Madness is without a doubt one of the finest 001 games published to date, the impressive amount of polish in every aspect is absolutely stunning and finally shows that 001 isn't just a kids toy. What has been accomplished with this project is more than just a new game it helped 001 break free of the mold which it had found itself in, that is, a small time tool with no real value outside of a hobby. I think this project is exactly what the engine has needed from day 1, a game that truly is good enough to stand on its own 2 feet and one that people outside of our community will play, congratulations Lee, you have accomplished something truly remarkable :)

(I apologize for the suck up-ness sound of this response but I was pretty impressed :lol:)
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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Sun Sep 02, 2012 5:41 am

TIME TO REVIEW - WOOT!


How does saving work? Is it every act or something? Only in full version?
Last edited by Wonderland on Sun Sep 02, 2012 6:27 am, edited 1 time in total.
Reason: Automatically merged double post.

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Sun Sep 02, 2012 6:57 am

Wow! Lots of responses :).

Okay to answer some questions:

Gamerdude wrote:I don't see the "Add to Bag" button.


For those that can't see the 'Add to Bag' button just click underneath the part that says 'Secure Payments by PayPal' (after the logo). The button is still there and functional but for some reason isn't displaying the actual graphic in Internet Explorer. It works in Firefox, I'm not sure about other browsers but I am looking into it now. The button IS there but the graphic isn't showing on some Internet browsers for some reason.

EDIT: Sorry about that guys, the button is now visible ;).

C0c1 wrote:I just got done playing a bit of the demo and i'm really impressed. I think all of us have always had a question as to how professional we could get with 001, rather, was it a viable tool for business as well as pleasure. Farmyard Madness is without a doubt one of the finest 001 games published to date, the impressive amount of polish in every aspect is absolutely stunning and finally shows that 001 isn't just a kids toy. What has been accomplished with this project is more than just a new game it helped 001 break free of the mold which it had found itself in, that is, a small time tool with no real value outside of a hobby. I think this project is exactly what the engine has needed from day 1, a game that truly is good enough to stand on its own 2 feet and one that people outside of our community will play, congratulations Lee, you have accomplished something truly remarkable

(I apologize for the suck up-ness sound of this response but I was pretty impressed)


Thanks very much. I have put a lot of work into this so its nice when people can see that :D.

Wonderland wrote:TIME TO REVIEW - WOOT!


How does saving work? Is it every act or something? Only in full version?


The game automatically saves after you complete each level. There is NO saving in the Demo version because there are only 5 levels so I really don't see the point :P.
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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Sun Sep 02, 2012 10:42 am

Alright. I wish I could go into more detail about the non-demo features though. :lol:

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Re: Farmyard Madness - BUY IT NOW!

Postby tower07 » Sun Sep 02, 2012 12:09 pm

Congratulations Lee!
This is really what the engine needs right now. Hopefully we can get more games like this out!

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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Sun Sep 02, 2012 6:33 pm

Yeah, it is certainly more professional than most games I review.

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Re: Farmyard Madness - BUY IT NOW!

Postby Tomeh999 » Sun Sep 02, 2012 10:22 pm

Hey Lee, maybe you can get your game reviewed by some well known people. Getting reviews could potentially lead to more buyers/more 001 users.
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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Mon Sep 03, 2012 5:29 am

I'm well known. :razz: *trollface*

Yeah, maybe contact some other indie sites as well.

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Re: Farmyard Madness - BUY IT NOW!

Postby Tomeh999 » Mon Sep 03, 2012 9:01 am

Doesn't have to be indie exclusive reviewers either, I know of a reviewing team that takes requests for AAA and Indie games, they even have their own TV show. The only problem is that Lee will need to decide whether his game would meet the standards of other indie games. Personally, I think it could, but from only a short taste in the demo, I can't really have a strong opinion about it.
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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Mon Sep 03, 2012 10:40 am

I have already started posting about Farmyard Madness on other forums/indie game sites/etc. There are plans to submit a special 'Review Edition' of the game to several indie game reviewing web sites. I may also target the bigger review sites as well but Farmyard Madness isn't a high level indie game and what I mean by that is it's not one of the best, there are many indie games that are far superior to FM and I only wish I had the money to make FM better.

If anyone has any suggestions for advertising or any places I might want to try out then please feel free to post them here as every little bit helps.
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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Mon Sep 03, 2012 11:04 am

I just reviewed the demo like you said. :(

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Mon Sep 03, 2012 11:14 am

Wonderland wrote:I just reviewed the demo like you said. :(


I have only just started working on a Review Edition (RE) as it was something one of my friends just recently suggested. If you don't mind reviewing the game again I can send you a copy of the RE once it's finished (hoping to get it done by the end of the day). The RE will be the full version of the game but will have a nag screen (similar to what is on the Demo version). It will also unlock all of the levels, items/abilities and the mini game from the very start BUT you won't be able to start a new game - instead a game has already been created named 'Reviewer'. You will also only be able to play as the boy character. There might be other restrictions added in, as I've only just started working on this.
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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Mon Sep 03, 2012 11:42 am

Sure. I suppose it wouldn't be too much trouble since a great deal of the stuff was already reviewed (like the graphics, sound, most of the gameplay, etc.)

I could just add onto it with the minigame and the market and all that.


How will you send it? Email?
Last edited by Wonderland on Mon Sep 03, 2012 11:45 am, edited 1 time in total.
Reason: Automatically merged double post.

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Re: Farmyard Madness - BUY IT NOW!

Postby C0c1 » Mon Sep 03, 2012 3:00 pm

Another thing I was curious about, is there a reason why FM doesn't support full screen? I would imagine it is due to visual glitches but I really like full screen games
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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Mon Sep 03, 2012 3:34 pm

Wonderland wrote:How will you send it? Email?


Not sure yet. Probably just upload it somewhere on my server and then PM you with the link and have it expire after a download and/or certain amount of time.

C0c1 wrote:Another thing I was curious about, is there a reason why FM doesn't support full screen? I would imagine it is due to visual glitches but I really like full screen games


Yeah, pretty much:

full_screen_wow.jpg


Finished the Review Edition, just need to check some things over and it'll be good to go.
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Re: Farmyard Madness - BUY IT NOW!

Postby Fireleaf » Mon Sep 03, 2012 4:31 pm

You can change the default resolution to make it fill the whole screen, but things may become a bit more pixelated than usual. Glad to see this getting off the ground. ;)
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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Mon Sep 03, 2012 5:49 pm

Fireleaf wrote:You can change the default resolution to make it fill the whole screen, but things may become a bit more pixelated than usual. Glad to see this getting off the ground. ;)


Yeah and that's another reason why I don't let the user toggle to full screen. I want the game to be crystal clear, not pixelated :P.
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Re: Farmyard Madness - BUY IT NOW!

Postby C0c1 » Mon Sep 03, 2012 6:09 pm

Makes sense, all is forgiven :P
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Re: Farmyard Madness - BUY IT NOW!

Postby Tomeh999 » Mon Sep 03, 2012 7:20 pm

Lee wrote:I have already started posting about Farmyard Madness on other forums/indie game sites/etc. There are plans to submit a special 'Review Edition' of the game to several indie game reviewing web sites. I may also target the bigger review sites as well but Farmyard Madness isn't a high level indie game and what I mean by that is it's not one of the best, there are many indie games that are far superior to FM and I only wish I had the money to make FM better.

If anyone has any suggestions for advertising or any places I might want to try out then please feel free to post them here as every little bit helps.


I'd recommend looking to request a review from Reviews on the Run. They can be pretty generous at times and I feel that you could get some good publicity. Still, you might want to look at scores from other reviews to see what they generally like and dislike about other games. You should be careful if you look into them though, they have a TV Show and a Website, so even if a good score can get you some really good publicity, a bad or mediocre score might send you in the wrong direction.

Anyway, I played through the demo and decided to take a look at the credits, realized I was mentioned for beta testing, so thanks.

One last thing... how do you pronounce Alomerain? Is it A-low-mer-rain or A-lome-rain, or am I entirely incorrect?
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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Tue Sep 04, 2012 5:47 am

(‘ah-low-mur-rain’)

How is the reviewer edition going?

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Tue Sep 04, 2012 6:58 am

Tomeh999 wrote:I'd recommend looking to request a review from Reviews on the Run. They can be pretty generous at times and I feel that you could get some good publicity. Still, you might want to look at scores from other reviews to see what they generally like and dislike about other games. You should be careful if you look into them though, they have a TV Show and a Website, so even if a good score can get you some really good publicity, a bad or mediocre score might send you in the wrong direction.


Thanks for the suggestion. That's my biggest concern with submitting the game to review sites as everyone has a different opinion. If one reviewer decides to give my game a bad score then it could really damage sales but I suppose I've got to take some risks, otherwise my game will never get out XD.

Tomeh999 wrote:One last thing... how do you pronounce Alomerain? Is it A-low-mer-rain or A-lome-rain, or am I entirely incorrect?


Wonderland wrote:(‘ah-low-mur-rain’)


Alternatively you can listen to an audio pronunciation at: http://www.alomerain.com/pronounce_alomerain2.wav

Wonderland wrote:How is the reviewer edition going?


It's done. You should be receiving a PM about it sometime today.
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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Tue Sep 04, 2012 11:36 am

How do you access the market? In the review edition?

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Tue Sep 04, 2012 12:17 pm

Wonderland wrote:How do you access the market? In the review edition?


The same way you do in the Demo version, by moving your mouse over the 'Market' button on the Level Complete screen.
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Re: Farmyard Madness - BUY IT NOW!

Postby Fireleaf » Tue Sep 04, 2012 12:23 pm

Do you need ay more reviewers?
Hey, I compose custom music for games (for free). PM me about it.

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Tue Sep 04, 2012 12:54 pm

Fireleaf wrote:Do you need ay more reviewers?


The 'Review Edition' is only for review sites. The reason why Wonderland has a copy of this version is because he's writing an review for Indiegraph.
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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Tue Sep 04, 2012 12:56 pm

Oh wait - I thought the market wasn't in the demo. Is it?

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Tue Sep 04, 2012 2:19 pm

Wonderland wrote:Oh wait - I thought the market wasn't in the demo. Is it?


The Market isn't in the Demo version but the button is still there. It's just that in the Demo version it pops up a little message saying "Only in the full version".
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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Tue Sep 04, 2012 5:29 pm

Oh, okay. What I thought.

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Thu Sep 06, 2012 5:41 am

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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Thu Sep 06, 2012 5:56 am

Awesome! We are the first review! :D

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Thu Sep 06, 2012 7:10 am

Farmyard Madness is now on Mod DB and its network web sites such as IndieDB - http://www.moddb.com/games/farmyardmadness

The special 'Review Edition' of Farmyard Madness has also been submitted to several review sites and we'll hopefully hear from them within a week or two. Also, check out this early screenshot of a spin-off game being developed for iOS/Android platforms:

alpha_screen.jpg

This game is specifically being made for the mobile platforms, since Farmyard Madness isn't going mobile any more. It's based off the mini-game in Farmyard Madness but with much more content and because of its simplistic nature it's perfect for the mobile platforms.
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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Thu Sep 06, 2012 7:12 am

Nice screenshot, can't believe your already starting on another game, keep it up Lee :)

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Re: Farmyard Madness - BUY IT NOW!

Postby C0c1 » Thu Sep 06, 2012 7:22 pm

Your dedication is an inspiration to us all. A little over dramatic but what the hell :lol:
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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Sat Sep 08, 2012 11:42 am

It's only a little game and most of the code is being copied over from FM anyway, though there are a few added bits and pieces. The thing that will take the longest with this game is probably the graphics, since there will be different sets of graphics for different resolutions. For example; on smaller resolutions the interfaces will be more compact whereas on larger resolutions the interfaces can show more options, etc.

Back to Farmyard Madness; I have just contacted 20 separate review web sites to hopefully get some reviews out and (depending on what the reviews are like) start making some cash to fund my next big project, as there are some things I need to buy in order to get this new project under way.

Once again, for those of you who have downloaded the demo and like the game please consider purchasing the full version, as the money will really help fund my next project. There have been dozens of downloads of the demo version but no purchases of the full version :(.
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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Wed Sep 12, 2012 3:41 am

Your already becoming a small games company o.0 cant wait to see a demo of the next game, keep it up. I will be purchasing FM in 3 days :D


Just purchased your game Lee :D Will update you when i have finished the game :)
Last edited by Danny on Tue Sep 11, 2012 9:55 pm, edited 1 time in total.
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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Wed Sep 12, 2012 5:03 pm

o0 Sniper 0o wrote:Just purchased your game Lee :D Will update you when i have finished the game :)


I very much appreciate it, thank you :D!
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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Wed Sep 12, 2012 5:14 pm

Okay i have not got round to completing the game yet but i have to admit the game is simply impressive, its changed a lot since the Beta Version, the games not laggy at all which i really like, your art is pro looking, your levels are well layed out and that music for stage 1 is so addictive it should be illegal :D

Let me complete the entire game and i will update more, but so far Lee its the best £5 i have spent on any indie game, keep up the excellent work you deserve it.

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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Thu Sep 13, 2012 5:56 am

It is certainly great value for the low price!

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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Thu Sep 13, 2012 5:59 am

Wonderland wrote:It is certainly great value for the low price!


Am guessing you purchased a copy to? :D

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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Thu Sep 13, 2012 2:12 pm

:oops: No... I am playing the review edition. My parents wouldn't allow me to give money to a stranger on the internet. :(

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Mon Sep 24, 2012 6:40 pm

24th September 2012

I haven't been active for the past couple of days as I've been sorting out some stuff in my life but I've spent some time today updating the Farmyard Madness web site and aside from some graphical improvements, to make the web site look brighter and more cheerful (while also slightly improving download speeds), I've also added a Reviews page, Contact page and a completely new FAQs page that covers payment/installation of Farmyard Madness to make things a lot more clear. Let me know what you think: http://www.alomerain.com/FarmyardMadness

I've also updated the main Alomerain web site, which shows some of the future projects I will be working on (including an old project I started many years ago, some of you may know what it is). You can check that out here: http://www.alomerain.com

You may also notice on the main web site that I now have a 'Donate' button at the top. If you have anything to spare I'd very much appreciate it as the money is needed to pay for certain resources that I need to expand and grow as a developer and also to pay off the cost of developing Farmyard Madness, as so far I've spent more money developing it then what I've had back in sales - which isn't too good :lol:.

Feel free to comment about the new web site updates as well as the new projects I've listed on the main web site. I'll be happy to answer any questions you may have.
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Re: Farmyard Madness - BUY IT NOW!

Postby Indiana 266 » Mon Sep 24, 2012 9:42 pm

Question, why don't we have a picture of FM in the slideshow on the homepage?
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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Tue Sep 25, 2012 5:27 am

Good question. Well that's a list of future projects that I'll be working on and FM has already been completed, though I should probably put the logo on there somewhere so users can go to the FM web site.
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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Tue Sep 25, 2012 5:29 am

Talking of questions why not also put one on the engine 001 websites hompage to? After all it was made with 001 and the hard work should be shown off as a great project made with the editor..

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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Tue Sep 25, 2012 5:49 am

Nice. You are announcing a sequel AND an RPG already!!!

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Tue Sep 25, 2012 8:29 am

OK. I've updated the main web site to include Farmyard Madness. I've also uploaded the Demo version of Farmyard Madness to the 001 web site, you can check that out here: http://www.engine001.com/games/Farmyard%20Madness_2312.htm

o0 Sniper 0o wrote:Talking of questions why not also put one on the engine 001 websites hompage to? After all it was made with 001 and the hard work should be shown off as a great project made with the editor..


Haha, I don't have that kind of control I'm afraid. If Mike wants to showcase the game he's welcome to but it's all down to him really.

Wonderland wrote:Nice. You are announcing a sequel AND an RPG already!!!


There's also a third instalment of Farmyard Madness ;). FM was always planned to be a trilogy and in the sequel you get to play as a different set of characters (whilst also being introduced to a new main villain) and in the third instalment everything is brought together for an epic showdown but I'm a long way from releasing Farmyard Madness 3 :P. The Deluxe Edition will be my next FM game (which is the original FM but with many new additions and most importantly it'll show the story behind FM, that I couldn't do in the original game because of 001 not supporting videos and whatnot but I've come up with a way around this and this will be present in the Deluxe Edition).

Vortex was a project I started years ago, I'm sure the original thread is still lying around the forums somewhere however I've decided to re-boot the game and actually finish it, with a new story, new features and new graphics.

BUT before all of that, I'll be releasing Catch the Animal and later Catch the Animal HD for the iPad/Android Tablets. I'll be creating a new thread for Catch the Animal relatively soon.
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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Tue Sep 25, 2012 8:31 am

Haha, I don't have that kind of control I'm afraid. If Mike wants to showcase the game he's welcome to but it's all down to him really.


I know you dont, i kinda did aim that towards Mike...

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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Tue Sep 25, 2012 2:37 pm

Sounds ambitious. :razz: I am sure you can pull it off though.

http://www.engine001.com/forum/viewtopic.php?f=10&t=7545&hilit=Vortex

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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Tue Sep 25, 2012 9:47 pm

Update 12/07/09 1:02

Been up late working on some things for Vortex - made a few tweaks to the HUD, some maps and added tons of scripting. I'll get some new screen shots as soon as I can but right now I am going to sleep as it's late over here. :lol:


Kinda made it sound like a personal log lol, so what happened to that project then? Did you give up or something?

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Re: Farmyard Madness - BUY IT NOW!

Postby Indiana 266 » Tue Sep 25, 2012 10:56 pm

Haha, I meant the 001 homepage, that's why I said 'we'. :lol:
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Re: Farmyard Madness - BUY IT NOW!

Postby Danny » Tue Sep 25, 2012 11:14 pm

Indiana 266 wrote:Haha, I meant the 001 homepage, that's why I said 'we'. :lol:


Ah sorry i didnt notice you meant that because Lee replied after talking about his websites Hompage, sorry for stealing your idea lol :lol: I withdraw the idea now :D

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Wed Sep 26, 2012 3:19 am

I apologise as well. I completely misread what you said. Now that I look at it again I feel kind of silly but yeah, it would be good to showcase the game on the 001 homepage but that's really up to Mike to decide.


o0 Sniper 0o wrote:Kinda made it sound like a personal log lol, so what happened to that project then? Did you give up or something?


The project was simply too big and I couldn't handle big projects back then. Plus I didn't really plan it out properly, I was sort of making it up as I went along. Two things I've learnt from since then.
Last edited by Lee on Wed Sep 26, 2012 3:22 am, edited 1 time in total.
Reason: Automatically merged double post.
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Re: Farmyard Madness - BUY IT NOW!

Postby Fireleaf » Wed Sep 26, 2012 8:16 am

I downloaded the demo and it doesn't get past the initial "this is only a demo screen" and it seems like the mouse does not engage with 001 or with your starting interface. My cursor dissappears and becomes useless when I run the game. Anyone else have this problem?
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Wed Sep 26, 2012 9:05 am

Fireleaf wrote:I downloaded the demo and it doesn't get past the initial "this is only a demo screen" and it seems like the mouse does not engage with 001 or with your starting interface. My cursor dissappears and becomes useless when I run the game. Anyone else have this problem?


Yeah. Someone else reported it to me earlier today and I've reported it under the Bugs & Error Reporting section. The demo itself is fine (as the one I uploaded to my site works like a charm and it's the same files) but for some reason the 001 download locks the cursor in the top-left hand corner of the screen and you can't move it at all. I've put a disclaimer on the 001 download page about it, hopefully it'll be resolved soon.

EDIT: This has now been fixed. Re-download the game, install and enjoy!
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Re: Farmyard Madness - BUY IT NOW!

Postby Fireleaf » Wed Sep 26, 2012 7:59 pm

Sweet! Redownloading ...

EDIT: The interface work on this is awesome! Everything is so smooth. Very nice. The levels are fun too. And the main menu is one of the coolest things I've seen done on a main menu.
Great sound effects, great music (especially the theme song), great graphics, great gameplay. Great game!
I think you may be right about the demo being a bit limited about the game's full potential though. Maybe you should add a couple more levels to the demo maybe 10 instead of 5 or something like that. Gives players more time to get to know the game.
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: Farmyard Madness - BUY IT NOW!

Postby Gamerdude » Tue Oct 02, 2012 9:06 am

Just bought/downloaded the game. Can't wait to play.
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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Tue Oct 02, 2012 10:18 am

Gamerdude wrote:Just bought/downloaded the game. Can't wait to play.


Awesome! Thanks Gamerdude :D


Fireleaf wrote:EDIT: The interface work on this is awesome! Everything is so smooth. Very nice. The levels are fun too. And the main menu is one of the coolest things I've seen done on a main menu.
Great sound effects, great music (especially the theme song), great graphics, great gameplay. Great game!
I think you may be right about the demo being a bit limited about the game's full potential though. Maybe you should add a couple more levels to the demo maybe 10 instead of 5 or something like that. Gives players more time to get to know the game.


Yeah, I have been thinking about that but also the levels I chose aren't the best levels really, which was silly of me as the whole point of a demo is to wow people into buying the full version. There's some really sweet levels in the Meat Factory act (of which I didn't include in the demo) that I'm thinking of putting into a new demo. I don't want to put too many levels in the demo as I want the full version to be a good investment but I may add one or two more levels or put back some of the features that I took out (like the bonus levels, Market and so forth).

I'm also thinking about a patch that I might release to make a few tweaks to the game and add in a couple of extra things and whatnot. I might... I might even bring back my original Christmas/Winter special expansion pack that I was thinking about last year (when I thought FM would be finished way back in December 2011 XD) as that might encourage people to buy the game - this being a free expansion/patch that unlocks more levels, game play mechanics, etc. *gets out pen and paper*
Last edited by Lee on Tue Oct 02, 2012 10:39 am, edited 2 times in total.
Reason: Automatically merged double post.
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Re: Farmyard Madness - BUY IT NOW!

Postby Indiana 266 » Tue Oct 02, 2012 2:14 pm

Attach it with the game if they buy it in December. Limited time offer.
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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Wed Oct 24, 2012 6:27 am

Hey guys. Just wanted to drop in and let you know what's going on. I haven't been posting much lately and that's because things have been rather hectic in my life at the moment.

Catch the Animal was put on hold a while ago and will remain on hold for a while as I've started working on a new project. Catching games are quite common on the mobile platforms so I wanted to create something a little more original and unique. I don't want to go into too much detail on this new game yet so I'll just leave the logo, so you at least know what the game is called:

It's a very simple and cute little game. Very easy to script, in fact that's properly the easiest part of the entire game. What's different about this game is that it will have actual cut-scenes with graphics specifically made for the cut-scenes and will have some voice over work as well (something that FM really could have done with). Thanks to those that purchased a copy of Farmyard Madness I've been able to buy myself a professional microphone to record sound effects and do voice over work that will appear in this game and future games as well, which is very exciting.

Now, let's get back to Farmyard Madness. I've decided to create the Christmas add-on pack and hope to start on it as soon as [Censored] is out of the way. The Christmas add-on pack will feature 16 new levels in a new storyline, separate from the main games storyline, as well as introduce some new features/changes for the main game as well. Some of these new features/changes include:

- Removing the 'Statistics' dialog and programming the HUD to drop down on a key press so players can quickly see their game stats without pausing the game.
- Adding an Options dialog to allow users to change sound/music, video options, etc.
- Adding support for AZERTY keyboard layouts (as requested by a Brazilian customer).
- Adding voice overs to character dialogue.
- Adding narration to opening/ending story.
- Restoring the mouse pointer while in-game to allow users to click the 'X' button to close (as requested by a few customers).

The Christmas add-on pack will be a FREE download but as it's an add-on pack it will require the full game in order for it to run properly. I may add some more things and make a few more tweaks to the main game but I won't know until I start working on it, as right now my attention is focussed on [Censored].

You're also welcome to provide your own suggestions for the Christmas add-on pack and I'll add them to my list. So if there is anything in Farmyard Madness that you'd like changed/added let me know and I'll see what I can do ;).
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Re: Farmyard Madness - BUY IT NOW!

Postby Aleff Correa » Wed Oct 31, 2012 8:17 pm

Lee, you really progressed since I last checked this thread. You gained my complete support and confidence. You're my hero :o

But seriously, congratulations for pulling it off. I hope your game gets a lot of sales on the market! Also, Greenlight. Please.

PS: Sorry for the beta test. I'm sure I could have been better but for some reason I always get stripped off my free time, :lol: . Again, sorry.

EDIT: Also, don't delete those beta versions off your hard drive(s?). Save your development history, it will be very useful down the road if you choose to produce more games or if you decide to make a special edition or something like that. Or just for preservation. I sighed when I remembered that I didn't have the beta installer anymore, haha.

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Re: Farmyard Madness - BUY IT NOW!

Postby Wonderland » Thu Nov 01, 2012 5:22 am

He's right - get on Steam dude!

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Re: Farmyard Madness - BUY IT NOW!

Postby Lee » Thu Nov 01, 2012 8:20 am

Aleff Correa wrote:Lee, you really progressed since I last checked this thread. You gained my complete support and confidence. You're my hero :o

PS: Sorry for the beta test. I'm sure I could have been better but for some reason I always get stripped off my free time, :lol: . Again, sorry.

EDIT: Also, don't delete those beta versions off your hard drive(s?). Save your development history, it will be very useful down the road if you choose to produce more games or if you decide to make a special edition or something like that. Or just for preservation. I sighed when I remembered that I didn't have the beta installer anymore, haha.


I thought you did alright and you've been appropriately credited in the game, along with all the other beta testers, as you all did a great job. I'm just glad I was finally able to finish a big project like this, let alone one worthy of selling! And don't worry about the history of Farmyard Madness as it's well preserved. I have done a little cleaning up of all the backups but I've made sure to keep all of the landmarks, such as the very first Alpha version and the various Beta versions as well.

Aleff Correa wrote:But seriously, congratulations for pulling it off. I hope your game gets a lot of sales on the market! Also, Greenlight. Please.


Wonderland wrote:He's right - get on Steam dude!


Believe me I would like to but Greenlight isn't really indie-dev friendly (which is ironic as its main purpose is supposed to be for indie game developers). Due to all the spam they received when they first set up the service they've had to put a £70 ($100) fee on all games submitted, and even after paying this fee your game is still not eligible to go on Steam until people vote on it and I don't think I'll get enough votes for it to make it onto Steam, so it'll just be a waste of money.

If you really like Farmyard Madness and want to support it then tell people about it! Tell your friends, family, co-workers, etc. Marketing is really expensive and that's where the game really falls short. The people that have played FM and bought it have all been happy with it (even completely random people who aren't connected to 001 have bought the game and thought it was great) but VERY FEW people know the game even exists! By far the most effective marketing strategy is by word of mouth. Tell people to visit the web site or the Facebook page or watch the YouTube trailer or download a copy of the demo, etc. If you were to go into school/work and start telling your friends/co-workers about a game called Farmyard Madness people might wonder what it is. Some might even decide to google it and may stumble across the web site, Facebook page or even this thread. They may decide to download the demo and then tell their friends about the game, who then tell their friends, who then tell their friends - you can see where this is going. This helps to get the game noticed and will not only help out FM but will also help me to build an audience so that when I announce future projects, like [Censored], people will actually know about it. I made Farmyard Madness to be played, not to sit on a shelf and be admired from a distance. I want people to play the game and have fun playing it, as I had fun making it but that won't happen when nobody knows about it!
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Re: Farmyard Madness - BUY IT NOW!

Postby metomunc » Fri Nov 02, 2012 10:56 pm

Blogs make for good publicity too. ;)
Who should I really listen to?

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Re: Farmyard Madness - FREE 2 PLAY! - Friday 16th

Postby Lee » Fri Nov 16, 2012 12:18 pm

metomunc wrote:Blogs make for good publicity too. ;)


That they do.

---------------------------------------------------------------------------------------

Farmyard Madness FREE 2 PLAY today! Read bottom of post!

What was originally going to be a new wave of marketing for Farmyard Madness soon became something else entirely. On Sunday, after speaking with a few friends, I decided that Farmyard Madness would become FREE to play (or "FREE 2 PLAY"). On Friday the 16th you'll be able to download a full copy of Farmyard Madness from the Alomerain web site and from the 001 web site at no cost whatsoever. Rather than spending the money earned from FM on new marketing, that may or may not pay off, I've decided to hold onto the money and invest it in new software/equipment to make my future projects better. I already mentioned, a while back, that I purchased a professional studio microphone to record voice overs and sound effects for future projects. [Censored] is the first to make use of it and it really has made a big impact on the game, so rather than spending what little I have left on marketing, I will instead hold onto it to pay for resources that I can make use of in future projects. With FM sales dwindling in recent weeks and with [Censored] on the way I decided that FM should be released for FREE so that more people have a chance to play the game - as the game was made to be played after all!

A big thanks is in order for all of those that actually purchased a copy of Farmyard Madness, as the money has really helped make [Censored] and future projects better :D!

---------------------------------------------------------------------------------------

Farmyard Madness Christmas Special

Something else that was discussed on Sunday was the Christmas Special, that has been planned for FM for quite some time. After much discussion it was decided that releasing the Christmas Special as a separate game would be better than an add-on pack for the main game. The reason being that the Christmas Special is not related to the main games story at all and adding extra levels to the already big FM project would make creating it a little more awkward for me (as the time it takes to load in all the resources can really slow things down when testing and so forth). The aim is obviously to get the Christmas Special out before Christmas but I'm still very much focussed on [Censored] at this point in time and I'm not sure how long it will take for me to complete it, so it's still an uncertainty whether or not the Christmas Special will be available before Christmas or not. I will be sure to keep you guys updated.

That's all from me. I will start to be a bit more active again around the forums as I've finally started to feel better from this damn flu that I've had for what seems like forever!

---------------------------------------------------------------------------------------

16/11/2012: As promised Farmyard Madness is now available at no cost whatsoever! You can download it from the 001 web site here: http://www.engine001.com/games/Farmyard+Madness_2312.htm - Updates to the Farmyard Madness web site are uploading now but I still need to update all the various banners (such as those on the first page of this thread and my signature/avatar). Please rate and comment if you play the game, as feedback is always greatly appreciated. Please let me know if you encounter any problems (if you're downloading the game from the 001 web site) as I had to re-build the game in the latest version to avoid issues with the mouse.

Also, if you were one of those that purchased Farmyard Madness then you will be able to obtain a FREE copy of [Censored] for your iPhone/iPod Touch once it's released...If you're interested that is :P!
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Re: Farmyard Madness - FREE to PLAY!

Postby Aleff Correa » Mon Nov 19, 2012 11:29 am

That was unexpected :o

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Re: Farmyard Madness - FREE to PLAY!

Postby Indiana 266 » Mon Nov 19, 2012 4:35 pm

Do you want a full report? Are you going to work on this at all anymore?
Because I do have some suggestions.
1. - A way to turn the music off.
2. - When you die, are all the vegatables and hearts that you obtained, taken away?
Because I died and came back on one level, and the heart that was there, I could retrieve again, die, retrieve again, die ect.
3. - I now have over 50 lives, mostly from selling turnips, you get tons, and it's only 2 a life.
This makes the game very easy, and it's not like you die often anyways. (I know later stages asre harder.)
(These are mostly aesthetic.)
4. - Double jump essentially cuts certain levels in half. but that's pretty major to change, so whatever.
5. - The jumping on one wall seems to be a late addition, as most levels are built so that you can jump back and forth with two walls.
6. - The icicles on the cavern ceilings look like they would hurt you, but they don't, not a big deal.
7. - When the gold key spawns, it is sometimes off-screen, could we have an arrow or something so we know where to find it?
Glad you made the game free, hope this brings you some publicity for future games.
Anyway, I enjoy the game very much, and I'm on Act 2 and near the end of it.
(I got in the credits, yay!)
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Re: Farmyard Madness - FREE to PLAY!

Postby Lee » Mon Nov 19, 2012 5:24 pm

Aleff Correa wrote:That was unexpected


Haha, yeah. I think I made the right decision though. Don't you agree ;)?

Indiana 266 wrote:1. - A way to turn the music off.


You don't like the music? :(

Indiana 266 wrote:2. - When you die, are all the vegatables and hearts that you obtained, taken away? Because I died and came back on one level, and the heart that was there, I could retrieve again, die, retrieve again, die ect.


Vegetables aren't. It's sort of a cheat as I didn't want to add 6 extra variables to store the vegetables that you've collected on the level. If I had then I would've reset those values so that you'd lose all the vegetables you'd collected (on that level) when you die. Hearts are taken away when you die as they're lives but the levels are reset when you re-spawn so hearts do re-appear back on the level (along with everything else).

Indiana 266 wrote:3. - I now have over 50 lives, mostly from selling turnips, you get tons, and it's only 2 a life. This makes the game very easy, and it's not like you die often anyways. (I know later stages asre harder.)


Damn! I was meaning to change that before release. It was kept low mainly for testing purposes and I forgot to change it :lol:!

Indiana 266 wrote:4. - Double jump essentially cuts certain levels in half. but that's pretty major to change, so whatever.


A lot of the levels are poorly designed to be honest as level design is not one of my strong points. I could have kept tweaking the levels (as I was doing near the end) but then the game wouldn't have been released. One of the things I've started looking into a lot since, as good level design is essential for any game.

Indiana 266 wrote:5. - The jumping on one wall seems to be a late addition, as most levels are built so that you can jump back and forth with two walls.


Kind of, yeah. Wall jumping was always going to be against two walls but when I discovered you could just scale a single wall I decided to keep it in as some people were having difficulty with the wall jumping and being able to scale a singular wall made things much simpler.

Indiana 266 wrote:6. - The icicles on the cavern ceilings look like they would hurt you, but they don't, not a big deal.


Haha. I realised that myself after the game had been released. If I make a patch this will certainly be something that is changed.

Indiana 266 wrote:Glad you made the game free, hope this brings you some publicity for future games. Anyway, I enjoy the game very much, and I'm on Act 2 and near the end of it. (I got in the credits, yay!)


It would be nice :P! and I'm glad you like the game. If enough people are interested I could start working on an update to address these issues and several other things that I'm not personally happy with. We'll see.
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Re: Farmyard Madness - FREE to PLAY!

Postby Indiana 266 » Tue Nov 20, 2012 12:40 am

No, I like the music, I was just playing other music at the time, so both were playing over each other.
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Re: Farmyard Madness - FREE to PLAY!

Postby Lee » Tue Nov 20, 2012 4:15 am

Ah, fair enough ;).
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Re: Farmyard Madness - FREE to PLAY!

Postby Indiana 266 » Sat Dec 01, 2012 9:51 am

Reccomended this to a friend, I'll see if he tried it.
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Re: Farmyard Madness - FREE to PLAY!

Postby Lee » Tue Jan 01, 2013 8:11 am

Happy New Year!

So... The Christmas expansion wasn't released, obviously. There has also been no work on a patch for Farmyard Madness either and there probably won't be. There's been a lot of changes in my life recently and 2013 is going to be a very busy year for me so I can only really set aside a bit of time to work on Jibble Odyssey and that's about it. Farmyard Madness will be regarded as a completed game and left at that, with no patches or further support for it.

In other news; I recently discovered some old backup discs that I had created way back in 2007 and thought it would be a good idea to get the data off the discs (as they were in very poor condition) and make an archive of all my old work. In doing so I found a lot of projects that I'd forgot I'd made and many old games that I thought I'd lost. So, just for the fun of it really, I put together a timeline of all the games I've ever created from way back in 2005 till now. The timeline is not 100% accurate as a lot of the dates are gone by when files were created and/or when posts were made on forums like 001. There are also one or two projects that I remember working on but I no longer have any files left of them (represented by the smaller greyed out ones). For some of you these projects will ring a few bells and for others you'll be able to see why I used to have a reputation of starting ambitious projects and then never finishing them :P. Other games (like my more recent 'Catch the Animal' and 'Mech-ey' were cancelled because of ideas falling short or because they weren't really that interesting and sure enough they became the catalyst for my much more successful titles like Farmyard Madness and Jibble Odyssey).

Timeline of Lee's games
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Re: Farmyard Madness - FREE to PLAY!

Postby Wonderland » Tue Jan 01, 2013 1:39 pm

Cool!

The Dark Knight from 2008... based on the movie?

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Re: Farmyard Madness - FREE to PLAY!

Postby Lee » Tue Jan 01, 2013 5:20 pm

Wonderland wrote:The Dark Knight from 2008... based on the movie?


Nope. Funny coincidence though :lol:.
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Re: Farmyard Madness - FREE to PLAY!

Postby serrafina » Sat Jan 05, 2013 3:55 pm

Wow! Excellent job! I never knew you worked on so many of these projects.

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Re: Farmyard Madness [OPEN SOURCE]

Postby Lee » Wed Apr 02, 2014 6:50 am

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Remember this? Well now it's going open source! To my knowledge, this will be the first completed 001 game that will be offered to the community as a fully open-sourced project - allowing 001 users to modify and use bits of the game however they choose (with a few restrictions in regards to the assets).

Why?

Why not? It's public knowledge that I've not been entirely happy with this project. At the time, platforming was still relatively new to 001 and there was a lot I wasn't able to do that I wanted. It's something that has bothered me and continues to bother me to this day. I've tried to bury this project and forget it ever happened but despite its failings it was a very important learning curve for me and it helped revitalise my passion for video games and that maybe I could create them. I do intend to re-visit this project in the future, when 001 and I myself are up for the challenge, until then I see no reason to keep this project buried any longer. I think this project could be quite useful for many 001 users, if not to only help people learn from some of the mistakes I made.

Is this really open source?

Yes! The full 001 project will be available for people to modify and use however they like (except for some asset restrictions that I mentioned above). All of the details will be available once the project is released.

Where is it then?

I can't currently release the project at this time. This project is fairly old and it hasn't transitioned over too well in the latest version of 001. Lots of glitches have cropped up and some things have broken entirely, so I need to go through it and fix all of these problems before I can release the project to the community. Not only that but some of the events I used back then are now considered legacy and, although they still work, it'd be better for me to replace them with what is currently being used to make it easier for users. I'm also making sure that everything is properly commented so that users will be able to understand how it all fits together - as it would be kind of useless if no-one understood how it works :P.

So...I can continue developing it then?

Sure! Despite this being marked as a "completed" project, it's not really complete in my eyes (again, it's not the way I originally envisioned it to be). Since this is open source you'll be able to make any additions/changes to the game you'd like or you may just decide to use some of the scripting for your own projects. You can release any modifications under the 'Farmyard Madness' name too, so if you wanted to create an expansion pack or a 'Deluxe Edition' then you can do that. Again, there will be full terms of use once the project is released.

What about the re-make?

I do plan on re-visiting this game myself at some point, as I'd like my original idea to be realised. This won't be happening any time soon however, as both 001 and myself are not up to the task just yet. Plus I have other projects that I want to complete beforehand anyway.

Will you be updating the project?

Kind of. I use this project from time to time as a playground for new ideas and 001 features. I may decide to release these as updates if I feel others could benefit from it/would like it. So, say I created a really cool script that adds a new game play mechanic or something then I may release this in the form of an update to the project. Other things like practising my graphical work and voice acting may also translate into updates to the project. But this is ultimately a broken game (in my eyes) and you can't really polish a turd so any changes I make will never result in the game becoming what I've envisioned, hence why I intend to re-build the game from scratch at some point.


EDIT: Re-posted to avoid confusion with April Fools day - was rather dumb of me to post it yesterday. This is a legitimate thing that's happening, not a crude April Fools joke :P.
Lee - 001 Community Manager

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Fireleaf
Ultimate 001 Member
 
Joined: Thu Sep 25, 2008 4:14 pm
Location: Missouri

Re: Farmyard Madness [OPEN SOURCE]

Postby Fireleaf » Thu May 08, 2014 2:44 am

Wow! First open source game publicly released on 001. Has anyone made a "hack" version yet?
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Lee
001 Support
 
Joined: Thu Sep 21, 2006 1:59 pm
Location: United Kingdom

Re: Farmyard Madness [OPEN SOURCE]

Postby Lee » Thu May 08, 2014 4:52 am

Fireleaf wrote:Wow! First open source game publicly released on 001. Has anyone made a "hack" version yet?


No, as it's not yet available :P. There's a lot of glitches with the transition to the new version and I want to make sure they're all fixed, while also cleaning up some scripts and making sure everything is properly commented to make it more accessible to various users. I can't say when this will be released (except sometime this year) as it's not very high priority.
Lee - 001 Community Manager


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