The Next Penelope (2D F-Zero / Ulysses 31)

Show us your completed creations made in Construct 2

Post » Wed Aug 13, 2014 8:00 pm

@digitalsoapbox perhaps another company is porting it for him.
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Post » Wed Aug 13, 2014 9:51 pm

Ethan wrote:@digitalsoapbox perhaps another company is porting it for him.


Which doesn't really answer my question...hopefully he'll have a chance to respond himself.
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Post » Thu Aug 14, 2014 8:14 am

digitalsoapbox wrote:
Ethan wrote:@digitalsoapbox perhaps another company is porting it for him.


Which doesn't really answer my question...hopefully he'll have a chance to respond himself.


Usually when another company ports a game it is rewritten in another language, hence you wouldn't have the html5 issues. But yes, hopefully he'll let us know.
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Post » Mon Aug 18, 2014 9:23 pm

Ethan wrote:
digitalsoapbox wrote:
Ethan wrote:@digitalsoapbox perhaps another company is porting it for him.


Which doesn't really answer my question...hopefully he'll have a chance to respond himself.


Usually when another company ports a game it is rewritten in another language, hence you wouldn't have the html5 issues. But yes, hopefully he'll let us know.


Technological developments have made complete rewrites for porting to other systems unnecessary. Gamemaker runs on PS4/Vita, both Unity & Unreal run pretty much everywhere, Construct 2 itself exports to Wii...so if PS4 supports HTML5 (which we know it does) and can support WebGL (we know it MIGHT), well...no real reason to get another company involved, is there?
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Post » Tue Aug 19, 2014 8:52 am

digitalsoapbox wrote:Technological developments have made complete rewrites for porting to other systems unnecessary. Gamemaker runs on PS4/Vita, both Unity & Unreal run pretty much everywhere, Construct 2 itself exports to Wii...so if PS4 supports HTML5 (which we know it does) and can support WebGL (we know it MIGHT), well...no real reason to get another company involved, is there?


Perhaps unnecessary but sometimes there are other factors to consider.

Aurel wrote: I'm super interested in consoles and handelds! : )
That said, as I'm alone on the project, I know I won't have the time to handle it correctly myself.
There are a lot of TRC / rules to follow, and I'm not good at it.
My focus is on the lead PC/Mac/Linux version, and I'm talking with others studios to see how the ports could be made.
Nothing confirmed for now, I'm at the very beginning of the discussions : )
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Post » Tue Aug 19, 2014 9:42 am

Back from Germany! That Gamescom was crazy, fun, exhausting, and lovely at the same time.
So much super kind and helpful devs met on the IndieMegaBooth... : )


About the ports:

- You already know WiiU is officially supported by C2 : )
(I got a Penelope version running without webGL, where some shaders effects are replaced by other nice ones, so it should be OK)
Also, another studio (used to wiiU subs) will help me when the submission time will come.

- I can't say much on the XboxOne port. I met Chris Carla (director of [email protected]) at Gamescom, and I'm trying to push things on this side.
Please do not ask details to me or Ashley, nor hope too much, nothing is done yet, and I'm only TRYING to make things move forward.

- Sony ports are nearly impossible, as HTML5 is very poorly supported by Vita and PS4 for now.

What does it mean for Penelope?

- Most of the greatest porting studios like Curve or Dotemu had a look at the problem, and they tag the port as "super, super hard".
I would need to find A LOT of money to hire another studio, so they can rewrite everything using C, Gamemaker, Unity or anything else more Sony compliant.

>>> no money for now, so, on hold.

OR I would need to find some very crazy friends, with a hacking background, ready to try fancy experiences. Like using a tool called "Jurassic" to convert javascript to C#, then import it to the PS tools. That seems pretty complicated and hazardous to me, but they'll give it a try in a few weeks. From this, they will decide if they're ok to do the port on a revenue sharing basis.

So, there is a bit of hope. But not that much. But still, a bit of hope : )
Image | @AurelRegard on twitter
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Post » Tue Aug 19, 2014 10:13 am

Would love to see it on all that consoles man! :)
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Post » Tue Aug 19, 2014 5:59 pm

Your game looks amazing!

Really interesting info on the ports. Thanks for sharing. Hope you manage to find a reasonable solution. Please keep us updated how it goes :)
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Post » Fri Oct 24, 2014 9:28 am

@Aurel - I have watch the videos of your game, I can't wait for the game.

But I have 2 questions:
  1. Do you make a playable demo with limited missions?
  2. Can you implement some graphics control in the game, something like an option to disable effects and shaders for improve the performance or to change the resolution of the game?
Twitter | Facebook | Instagram

If you play Puyo Puyo games, you can meet me at the Puyo Puyo English Community Discord: https://discord.gg/0k41S8ARwvY2iTIQ
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Post » Fri Oct 24, 2014 4:30 pm

Hi! : )

- There will be 3 graphic settings in the game: normal (nearly no shaders), high (all shaders), and very high (arcade monitor feel with a lot of postprocess like CRT+color saturation etc)

- I'm still not sure about the demo. On xbox 360, making a demo was mandatory AND very interesting for the sales thanks to the "unlock full game" button at the end.
On Steam, sadly stats are showing how nobody cares about the demo, and how absolutely no one buy a game after trying a demo.
Maybe I'll make one a few weeks after the release, but for now I still don't know to be fully honest.
Image | @AurelRegard on twitter
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