Just an update for the "community" to say I've send to Iarwain the first placeholder sprites and background.
With the first prototypes ideas and order to try things, and few times on our own, things are going slowly but still goiing forward ...
4 Years, 4 Months later, we're still moving on btw, just an update, we reached Alpha in october, and we will reach beta... well I was hopping for end of december but it might be more be end of January (very optimistic) or February/March (might be more realistic) depending on the time it will take to finish the last tasks.
Of course, when "Beta" will be reached officially, We will start to share links, videos and more.
Until then, we'll patiently continue to more forward.
Still working every sunday on the project,
Beta has been reached around End of March, but instead of officially make some Beta install and start to talk about it, we worked on feaatures and improvements... so we'll reach a new Beta very soon, that will be really close to Gold actually for we're estimate the amount of work still left to 8 Sundays now .
1st teaser is ready, and we just need to decide when we will unveiled it all, but it will be very soon, probably before the end of September... with a PC/Mac/Linux release in december ?? let's hope so
so we hope that more news with this time, the 1st screenshots and teaser will be shown here really soon !
1st finished and working Install on windows working and completed... started to distribute the 2 firsts beta version to very close friends...
Preparation of the announcement continue too, It will be next week (with the teaser) if we're ready by then!
:woohoo:
Game Announcement and teaser: Should be here before the end of the week !!! Finally !!!
This week, We continued and iterate to improve the Score page based on 1st Beta Feedbacks. Next week should be a deeper work on Render, to be able to add the last missing effect.
We're very very happy to announce that the Beta version of Fully Bugged Little Cells (for Windows) is available for the first time in an Indie Game Bundle pack. This one is done by IndieMeadow for their first pack ever too!
7 Awesome games awaits you at http://www.indiemeadow.com/ for the price of your choice.
If you like what you see, feel free to purchase the bundle, vote for the games on Greenlight and share with your friends so they do the same (the more people buy & share the faster the games will get green lit!).
Don't hesitate to send us feedbacks too on the game too, for we will work hard to try to implement the more we can for the final game release still schedules before the end of this year.
We will now enter the last phase of the Devs. with the feedbacks of the Beta, and the last polish and tweaks to do, and of course, the launch/gameplay trailer !
5 years we start this, Several "generation" of Orx versions can be find in the code ...
Sometime, we even found a bug in the engine thx to a feature we were trying to implement, a win win for everyone .
iarwain will answer better than myself at this specific question
It's because we're using way too much layer of transparency if i'm not wrong.
So the solution is to remove some of them, and trying to guess too without a Profiler what is ours Bottlenecks in terms of Framrates (iarwain should install an iOS version to maybe give us an idea, even if hardware and OS's are different) ).
I know too that iarwain is optimizing ORX Graphics drivers too (so Everyone will gain from this , but same think, I will let him answer this more precisely ! .
It's running on the native version, I've never tested the non-native one to be honest, so I don't know how much worse it'd have been.
I need to use Qualcomm's GPU profiler to find the hotspots, hopefully in the coming days.
there isn't much performance difference between native and non-native since all the plugins (Display, Sound, etc) are commons to both versions.
The only difference is in the input latency.
On native version, inputs events coming from the Android Framework are queued in a pipe, and then consumed by orx, so the min latency should be about one frame (13ms)
On non-native, inputs events are first queued in a pipe (handled by the Framework), then the Java code consume it to send it back in another pipe consumed by orx. So there is about 2 frames of latency.
There is also a difference in what you can do with Android Framework.
On non-native, the OrxActivity extends FragmentActivity, so you can use support Fragment (ie: to show popups)
On native, you need to use (or extends) NativeActivity which itself extends the framework Activity class.
That means, if you want to use Fragment (framework Fragment, not support Fragment), you need to raise the min API level to 13 (Android 3.0) instead of API level 9 (Android 2.3)
Comments
Looks fun and I already gave some thoughts on how to do it.
With the first prototypes ideas and order to try things, and few times on our own, things are going slowly but still goiing forward ...
I mean, I take a night of sleep and I'll be on it during next week end!
Of course, when "Beta" will be reached officially, We will start to share links, videos and more.
Until then, we'll patiently continue to more forward.
Still working every sunday on the project,
Beta has been reached around End of March, but instead of officially make some Beta install and start to talk about it, we worked on feaatures and improvements... so we'll reach a new Beta very soon, that will be really close to Gold actually for we're estimate the amount of work still left to 8 Sundays now .
1st teaser is ready, and we just need to decide when we will unveiled it all, but it will be very soon, probably before the end of September... with a PC/Mac/Linux release in december ?? let's hope so
so we hope that more news with this time, the 1st screenshots and teaser will be shown here really soon !
A 1st screenshot after so many Years
Next time (in few weks, let's be honnest),
It will probably in motion with the 1st teaser !
Yeaaah ! .
Preparation of the announcement continue too, It will be next week (with the teaser) if we're ready by then!
:silly:
We have to finish the Steam Greenlight Page, and we opened publicly this week-end the pages and websites for an open Beta.
http://www.fullybugged.com/
and FB, Twitter and G+ depending on your preferences:
https://www.facebook.com/Fully.Bugged
https://twitter.com/fullybugged
https://plus.google.com/u/0/108545900509134375467
Teaser next-week ?
I hope so!
Game Announcement and teaser: Should be here before the end of the week !!! Finally !!!
This week, We continued and iterate to improve the Score page based on 1st Beta Feedbacks. Next week should be a deeper work on Render, to be able to add the last missing effect.
Fully Bugged Little Cells is a quick and simple puzzle indie game to be release on Pc/Mac/Linux, iOs and Android devices.
Greenlight page: http://goo.gl/2cDpxf
Follow us on Facebook:
https://www.facebook.com/Fully.Bugged
or Twitter
http://twitter.com/fullybugged
or Google +
http://goo.gl/8QoFUu
Teaser's Original Music:
"Thoughts 1A37" by Setuniman from freesound.org
It's only the beginning !! .
Thx so much to you if you are one of them.
This week, we started to work on the last missing Gfx effect. Should be finish next week.
7 Awesome games awaits you at http://www.indiemeadow.com/ for the price of your choice.
If you like what you see, feel free to purchase the bundle, vote for the games on Greenlight and share with your friends so they do the same (the more people buy & share the faster the games will get green lit!).
Don't hesitate to send us feedbacks too on the game too, for we will work hard to try to implement the more we can for the final game release still schedules before the end of this year.
http://www.indiedb.com/games/fully-bugged-little-cells
We will now enter the last phase of the Devs. with the feedbacks of the Beta, and the last polish and tweaks to do, and of course, the launch/gameplay trailer !
We are tweaking and improving lots of small things after the Beta release.
You can vote for our game for the 2013 IndiDB Goty on IndiDB from the http://www.indiedb.com/games/fully-bugged-little-cells page, and still on our greengage page http://goo.gl/2cDpxf.
cheers !
on Twitter
https://twitter.com/fullybugged
or FB
https://www.facebook.com/Fully.Bugged
To get our last news.
I'm hopping for a PC/Mac/Linux release during May now...
FINALLY, the game will be soon in your hands !!!
I'll post the trailer as soon as it's ready here
:woohoo:
http://youtu.be/Ae9xRd5thKo
You can (Pre)-order the game directly here: http://littlecells.fullybugged.com
:woohoo:
5 years we start this, Several "generation" of Orx versions can be find in the code ...
Sometime, we even found a bug in the engine thx to a feature we were trying to implement, a win win for everyone .
choose the one you prefer (or check out the sales) from here:
http://littlecells.fullybugged.com/Buy_the_Game_Now.html
(or follow us on twitter to know when we're making one: https://twitter.com/fullybugged)
While We're moving forward slowly on the Android version because the game needs optimisation to be at 30 FPS and fully enjoyable,
We have a Black Friday 2014 Sale on the PC (win/Mac/Linux) version: :woohoo:
Choose your favorite Shop here http://littlecells.fullybugged.com
and Enjoy during 5 days a -70% Off. o/
Thanks.
It's because we're using way too much layer of transparency if i'm not wrong.
So the solution is to remove some of them, and trying to guess too without a Profiler what is ours Bottlenecks in terms of Framrates (iarwain should install an iOS version to maybe give us an idea, even if hardware and OS's are different) ).
I know too that iarwain is optimizing ORX Graphics drivers too (so Everyone will gain from this , but same think, I will let him answer this more precisely ! .
Well I better go get myself the windows version before the sale ends.
Now that the non-native version has been re-instated, it might provide a performance increase?
I need to use Qualcomm's GPU profiler to find the hotspots, hopefully in the coming days.
The only difference is in the input latency.
On native version, inputs events coming from the Android Framework are queued in a pipe, and then consumed by orx, so the min latency should be about one frame (13ms)
On non-native, inputs events are first queued in a pipe (handled by the Framework), then the Java code consume it to send it back in another pipe consumed by orx. So there is about 2 frames of latency.
There is also a difference in what you can do with Android Framework.
On non-native, the OrxActivity extends FragmentActivity, so you can use support Fragment (ie: to show popups)
On native, you need to use (or extends) NativeActivity which itself extends the framework Activity class.
That means, if you want to use Fragment (framework Fragment, not support Fragment), you need to raise the min API level to 13 (Android 3.0) instead of API level 9 (Android 2.3)
Philippe
http://www.indiedb.com/games/fully-bugged-little-cells for the "5th Annual Indie of the Year Awards".
It is up to you to vote for your favorite indie games so that they may make the top 100 which will be announced on the 11th of December !!!
Thx.
o/ We are Greenlit on STEAM o/
we're starting to read the docs, to add the feature that will make this game even greater
More news SOON !!!
:woohoo: :woohoo: :woohoo:
our Steam's Greenlight page is here:
http://steamcommunity.com/sharedfiles/filedetails/?id=182190912
:woohoo: :woohoo: :woohoo: