Courier - Brand new trailer!

Show us your works in progress and request feedback

Post » Wed Aug 28, 2013 6:54 am

I really support transparency with my game, so here are some stats for what I've been able to achieve so far. Thus far, I've only pushed the game on some forums, twitter, and facebook. Media sites are next, I just simply can't do all of it at once from the get-go (lack of hours in the day). But I've had some pretty decent results with even my limited marketing.

As of Courier's 10th day out:
-It has been visited 791 times by 527 unique players.
-The average play time is 8.8 minutes
-71.2% of players use Chrome, 14.9% use Firefox, 4.3% use Safari, and 3.3% use IE.
-78.2% use Windows.
-I've used 7.14 GB of bandwidth this month. Clearly, the appcache works or that would have been 23 GB.

Also, the next content update includes a beach village!

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Post » Tue Sep 03, 2013 4:12 am

Also, the next content update will include a proper tutorial finally!

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Post » Sat Sep 07, 2013 9:38 pm

An update on the next content update: it's coming along very well and I'm hoping to show a little more soon, but for now, more details.

-I have tablet/touch controls working for the game and they work quite well. I'm also working on having a good number of performance enhancements (graphical downgrades, really) for on mobile to make things run better. My goal is to have it at least playable decently so on an iPad 2, so it should run pretty well on webgl chrome on Android tablets.

-I'll be including the first premium NPC in the new update. Someone took me up on my offer to make an in-game NPC (royalty in this case) after their likeness and naming in the game. You can get a number of neat personal benefits for you on the couriergame.com website.

-Be sure to retweet the tweet on couriergame.com at the top! I'll be giving away $25 on PayPal to two people pretty soon, so be sure to be included! Just follow and retweet.

I hope to show you more soon!
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Post » Thu Sep 12, 2013 2:58 pm

A note on music:

Some people may have noticed that Courier's music transitions seamlessly between indoor/outdoor as well as around in the village area and out into the forest. Most of the music, where appropriate, will be following this pattern so everything feels more connected. It's a fun effect and I definitely recommend it to anyone making a little bit bigger game to increase immersion.

You may have seen it, but I wanted to share my example for how to do that in this thread so people could see how to do it. The example switches between six different audio versions and, intentionally, works with different instrumentations to make the change more noticeable for everyone. You can see how I do it and make it work on browser's that don't support the web audio api here: http://www.scirra.com/forum/adaptive-music-seamless-transitions_topic75472.html
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Post » Sat Sep 14, 2013 3:40 am

Now for something darker:

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Post » Mon Sep 23, 2013 4:02 pm

Wow really like the art style, it's perfect! Ever consider doing freelance designing to help with funds? I am sure lots of people would love to employ your skills.

Also during gameplay, and this could just be my poor laptop, but the character seems a bet jerky when moving and especially when running. I noticed this during the main menu to, the buttons jerked around once they were clicked and the zoom in animation began. Didn't really notice this with the npcs or trees, so it seems just to be the player.

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Post » Tue Sep 24, 2013 1:29 pm

[QUOTE=Dannyzigg] Wow really like the art style, it's perfect! Ever consider doing freelance designing to help with funds? I am sure lots of people would love to employ your skills.

Also during gameplay, and this could just be my poor laptop, but the character seems a bet jerky when moving and especially when running. I noticed this during the main menu to, the buttons jerked around once they were clicked and the zoom in animation began. Didn't really notice this with the npcs or trees, so it seems just to be the player.

[/QUOTE]

I honestly hadn't really considered it. I've just developed the skills that I've needed for my own projects and never really thought of myself as an artist outside of music.

The jerkiness is strange--especially if it is localized to just certain things. I've gotten strange things like that on non-hardware-accelerated situations. Like if windows aero stops working, for instance. A restart solved those problems. I have an old laptop I try the game on periodically and I haven't had non-uniform jerkiness on it. Just uniform framerate drops (very weak laptop from 8 years ago). On my 7-year-old desktop, though, I get no such issues. Would you mind posting your specs and, if possible, let me know if a simple restart helps? Thanks for playing, though!
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Post » Tue Sep 24, 2013 4:47 pm

I really like the art, especially the trees I think you have some good talent there!

as far as my specs go, for my poor laptop that I was on its; Windows 7 32 bit. 4 gigs of Ram. Intel core 2 Duo 2.o ghs. Played on Chrome too of course.

I tried the game again, simple reset didn't solve it but I did notice a new bug. During the intro if you press escape it cuts past all the explosions and goes to the park where the guys tells you that you need to deliver the news and go to the inn, for a brief second a screen flashes that says "test" and none of the people except your character are visible.

As far as the jerkiness I think better way to describe it is it seems like an issue with the background scrolling, as in the background scrolls slower than my character and then he kind of jerks backwards to catch up. This laptop is very poor performance though, so it could just a be a localized issue with something lacking on it, I will try the game on my PC later and see .
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Post » Thu Oct 17, 2013 5:27 am

Just a quick shot of some waves:

Which were surprisingly difficult to set up while preserving the integrity of the sky reflections and such.
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Post » Tue Oct 29, 2013 1:17 pm

Great work , that is nice and great. I like the Graphics , Style of the game, and I think everything else is nice and good.
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