Archive for the ‘ESA’ Category.

ESA release date announced!

HERE WE GO! ESA will be released 22nd of April!

VIEW IT IN STEAM STORE

 

 

 

In other news, check out this sicknasty 15-minute Excalibur Meh just achieved in CWOUN:

Learning Digital Painting

Making some ESA art in order to learn how to paint digitally. Using Krita and mouse for these. Interesting stuff. I’m thinking of maybe doing this kind of pictures of every boss in the game.

Environmental Station Alpha has been Greenlit!!!

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YES!

The game’s now to be officially published on Steam! No further information about the date or anything else available yet, sorry about that, but at least the uncertainty of Greenlight is behind us. Thanks to everyone who participated in getting the game through the treacherous depths!

Greenlight Page

Also happy new year to everyone! I’m sorry I didn’t manage the original aim of release during 2014, but alas, there was a lot of stuff related to the publication not under my control so hopefully that explains it a bit. Hopefully?

xmas

Dumb thing

To celebrate the ongoing 7-day FPS challenge, I made a really dumb raycasting engine in Multimedia Fusion 2:

Yay!!!

I’ve started to draw a longer, story-driven comic. I’m about 8 pages in (although I haven’t coloured/inked any of them, I hope that goes smoothly (going to use watercolour)), and I think I’ll open up some kind of a webcomic thing if I get far enough. Way too early to promise anything though. Nevertheless, I’m excited :)

As for ESA, I haven’t heard any news Greenlight-wise; it’s unfortunate that I can’t say more, but that’s the way it is, the release isn’t really in my hands now. Sorry about that!

More:

OS X support added along with an update!

Announcement: http://steamcommunity.com/sharedfiles/filedetails/updates/323687528/1412982809

OS X version of the Environmental Station Alpha Demo is now available at http://www.hempuli.com/esa ! The file size is rather large (roughly 140 Mb) because it contains a wrapper made with Wineskin by doh123 (wineskin.urgesoftware.com/). Unfortunately the port wont work with most gamepads.

The Windows version was also updated:

– Made the gamepad control settings properly available
– Credits can be left if viewed from the main menu
– Slight polish here and there

Enormous thanks to Pyry Kontio for handling the wrapping, testing and optimization!


Get the new version or grab the mac version here!

Environmental Station Alpha on Greenlight – new trailer and demo out!

News: ESA news coming

I finished a new trailer and some website stuff yesterday – there’s some finalizing to be done but expect some big updates in a couple of days! I guess I wont say more for now!!!

 

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1!!11!!

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Guess I’ve got sound problems

To be honest, work on ESA has been really smooth lately! Joonas “Kissa3″ Turner joined our team to make sound effects, and against my fears his sounds (which are amazing) work really well with Roope “Noby” Mäkinen‘s musics (which are amazing). Amazing!
Multimedia Fusion can play sounds either “on its own”, shuffling them to empty channels without the user having to worry about it, or on specified channels. I’ve usually played music and looping ambient noises on a specified channel, and other SFX without a specified channel. Usually this works well, since I can adjust the volume levels of the channels to make some fade effects etc, and don’t have to really care about what happens to the “generic” SFX.
However, now I’ve ran into a bit of a problem with this system (although I’ve been aware of it before). I can’t properly alter the volume of the samples not played on a specified channel, and thus the only volumes I can adjust are the Main Volume (affecting both SFX and music) and Music Volume (affecting the channel the musics are played on). In my older games I’ve just ignored this and put only “music” and “general volume” options in the settings menu, but in ESA the sound effects and musics are pretty different in style, and thus need to be balanced more carefully (not to mention that I’d like to do my very best with this game!)
Fortunately I think I’ve found a way to manually work around this, by making a system where every sample is played on a specified channel so that the game is always aware of “free” channels and only plays SFX on those. This is somewhat cumbersome to do and will require some extra attention to stuff like several sound effects playing at the same time, but I think it’ll be worth it.

  …So I guess the point of this post is that I’ve got some work to do!!
(Also working on a new trailer)

ESA’s current situation, part 2


(Trying out new logos for the game)

So, I promised some news to give you early this week. As usual, things weren’t quite as simple and dandy as I thought, so I can’t give as certain updates about the situation as I hoped last weekend. Anyway!

– I’ve discussed the soundwork stuff with Noby, and we’ve agreed on a deadline at the beginning of september! This means that by then the game will be in release state, and in the meantime I’ll keep polishing and adding new optional content.

– Once again I’ve started thinking critically about how to publish the game, and considered some options with my workmates. When I made the release date estimation announcement, I hoped I’d have a definite plan for this by now, but it turns out (unsurprisingly) that before even considering approaching a publisher of any kind, I’ll have to do some (a lot of) extra work. I’m really lost when it comes to who to contact and when, but I’ll try to get this settled down as soon as possible.

I’m terribly sorry about all the missed promises and deadlines, but most of them were made with a freeware game in mind (and without thinking about things other than “how quickly could I theoretically be done with this?”) I really hope I can get over with this post-game stuff fast, because it’s really not my field.

CRYSTALS

CRYSTALS

CRYSTALS CRYSTALS CRYSTALS

CRYSTALS