Desura is in Hot Water

Yesterday the news started to come out that Desura has not been paying some of the developers on their storefront. This is kind of a big deal. I’d wager that most of the devs on Desura—myself included—aren’t making enough on their games alone to pay the bills or put food on the table. But money is still money, and developers deserve to get paid for the work they’ve put into the games they’ve made.

A stylized dollar bill.

The almighty dollar.

One of the developers that Desura happens to owe money to is Vision Riders. Another Star crossed Desura’s $500 payout threshold during the Indie Royale Debut 100 Bundle. (For those not aware, Indie Royale and Desura, while not technically the same operation, are interconnected.) The money should have gone into the company’s account sometime around December or January, but this didn’t happen. It always gave the same “payment pending” status on my Desura developer’s account page.

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Sketchbook Monday #96

This past week I played around with a ballpoint pen a bit, which is fun because it forces me to actually sketch instead of mucking around for a half hour just trying to doodle the underlying constructing shapes. I have a tendency to do that, which usually leads to me going over a sketch multiple times as if I were inking it. I probably need to loosen up like this more often and have more fun.

SketchGranted, without an initial underlying sketch to guide me, I kind of reverted to a really cartoony style for most of these, as you can see here.

SketchMister moon face here has quite the chin-beard.

SketchOne side of the page is blurred when I scan these, because I’ve been using a hardcover sketchbook. I can’t lay the whole thing flat without physically ripping the page out. Which would, of course, defeat the purpose of having a hardcover sketchbook in the first place.

SketchEyes are fun to draw no matter the medium.

SketchI don’t know what time it is right now, but this appears to be Jake the Dog and Finn the Human from some popular television program that’s on the cable box these days.

Sketchbook Monday #95

I keep meaning to do these, but always seem to forget about them until Monday is already gone. I usually realize it around Wednesday or so. I’ll try to get back to regular updates, but as usual, no promises. In any cases, I have quite a few neat little doodles to share with you all this week! I even have a brand new scanner, so let’s see how the quality comes out, shall we?

SketchA lot of the sketches this week are going to be of this character. His name is Rafa, and he’s one of the lead characters in a science-fiction story I’d like to do. This was one of the first sketches I did to begin getting a grasp on the art style I wanted for him. I wasn’t quite as worried about his actual design at this point, so his hair isn’t anything close to what I was looking for.

SketchHere’s a later design sketch of the same Rafa character. This was the sketch where I began to feel like his look was coming together the way I wanted.

SketchNothing really to say about this one of Rafa, other than I really like how the pose came out.

SketchThis is the point where I said, “Yes! There he is! That’s him!” The art style may not be 100% there yet, but I feel I’ve nailed the general essence of his look.

SketchA design sketch for another character. This is Sanvi, a childhood friend of Rafa. Both characters begin the story as young children, not quite teenagers yet. The story stretches over many years, so by the end they will be adults. Perhaps they will even have children of their own by then?

SketchA simple test panel of Rafa. Note that it doesn’t depict any actual scene from the story. As you might now be able to guess, I’d really like the story to be a webcomic or graphic novel of some sort, but the story as laid out is really long, so I don’t think that’s feasible without committing to a decade or more of work. I suppose the options are either scale the story back, or do it as a more traditional novel.

SketchThis character isn’t connected to the story at all. Just a random young man I felt like putting to paper for whatever reason.

SketchAnd here’s a female adventurer. She seems really thin and squished because she was sandwiched between two other sketches on the page (which I have edited out).

SketchAnd finally, a young woman sitting in a window. This appears to be a rather popular pose.

It’s Official! Another Star is Coming to Steam!

Yesterday, after nearly a year on Steam Greenlight, Another Star was selected for release on the Steam storefront. The game was on Greenlight for 336 days and got a total of 1,881 “yes” votes. Sadly, only 32% of all total votes were “yes”. The game was greenlit on pure attrition; as more and more games were selected, the bar for entry was lowered ever further to the point were Another Star finally became a contender. It never reached the Top 100.

Still, a huge thank you to everyone who up-voted the game so that it would reach this point. Every one of those 1,881 votes mean something to me.

Chibi Tachi

I don’t know yet when the game will release through Steam, however everyone who already owns the game will receive a Steam key. For purchases through Desua, IndieGameStand, and the Humble Store, this process is largely automated. However, if you bought the game through FireFlower Games, make sure you keep your receipt handy. FireFlower Games does not provide Steam keys, so I will be providing them directly, and to do that, I’ll need some information from your receipt to make sure you actually bought the game. Instructions on how to do this will be supplied in time.

Fighting the Spam

I’ve enabled a new spam plugin on the blog to fight the absurd amount of bot comments that have been getting through the past few weeks and flooding my inbox with notifications. Let me know if it’s blocking you from commenting.

Spambot breaking and entering.

“Hello, can I interest you in an SEO and a naughty webcam?”

Also, if you’re wondering how Another Star version 3 is going, I’ve been taking a break from it over the holidays. I have other projects and obligations this month and next, so it will probably not be released until February, or possibly March. I’ll likely need a few testers before then, though, so keep an eye on the blog if you want to get your hands on it early.

Of Prototypes Past

A couple days ago I was helping someone with getting high-resolution sprite recolors up and running. In the process I went back to one of my old projects for example sprites to explain the ways I’ve done it in the past. Then I ended up playing around with the project to see how far I’d gotten in it.

screenshot

For what little is there, it’s actually fairly playable. The game was basically a mix between Civilization and Advance Wars. Sadly, it never got out of the prototyping stage.

Because some people were interested in it, I decided to upload the demo. You can read more about the prototype and try it out here.

Who knows, maybe I’ll come back to it in the future if there’s enough interest in it.

Another Star’s Graphical Redesign Gets A Redesign

A couple days ago, I revealed that the enemy graphics in Another Star were getting a makeover for the upcoming version 3 update. While the response was generally positive, a few people—I won’t mention any names, CHRIS—were disappointed that the graphics didn’t really match the style or spirit of the original game. Those entitled, ungrateful people LIKE CHRIS should really learn their place and just be thankful for the free things they get from benevolent people like me.

Screenshot from Another Star

How can Chris not love this? Is he a communist?

Unfortunately, those people also happen to be right. Yes, even Chris. In fact, I lamented the fact myself in that very post.

The style is slightly more “cartoony” than I’d originally hoped for, but the new graphics had to work with the engine that was already there. I toyed around with some more realistic(ish) styles, similar to the original Final Fantasy on the NES, but I couldn’t get it to look right with the battle system’s current layout. A complete redesign of the battle system was out of the question, so I went with what I thought looked best.

Click here to read about what’s changed since writing that.

Big Changes for the Next Version of Another Star

If you boot up Another Star right now and walk around the map until you accept a battle, here’s what the game will look like:

Screenshot

A pretty standard battle in Another Star.

Pretty familiar to any of you who’ve actually played the game, I’m sure. It’s okay, I guess. Adheres to the game’s arbitrary 256 tile limit and all. But it’s pretty plain. But I decided that the game really needed a little more “oomph” for its price point, so here’s what that same battle will look like once you get a chance to play the upcoming version 3 update of Another Star

Click here to reveal the new screenshots!

Desura Changes Hands (Again)

In case you missed it, this past Wednesday brought the out-of-the-blue surprise announcement that Bad Juju Games, an analytics middleware developer, had purchased Desura and its sister site Indie Royale. Some people, like myself, first noticed the change when the logo suddenly changed on the Desura site.

This is what I imagine happened:
The new Desura logo eating the old one.
Well, something like that, anyway.

Last year, Linden Lab of all things had bought Desura. In case you’re not familiar with them, Linden Lab is the company that develops Second Life. Their purchase of an online game storefront focused primarily on indie games seemed odd at the time, and is arguably even more strange in hindsight. I’m honestly not sure what they had hoped to get out of it, and they never seemed to actually do anything with it. Desura has always been a bit of a niche online retailer, and under Linden Lab the site seemed to languish without any direction, as if frozen in time. A few months ago came the introduction of the “Desura Version 2” site design, but that was about the only outward change the sale ever brought.

I can’t say I’m exactly “hopeful” about the sale, but I am trying to be optimistic. Desura has needed some serious care and attention to make it relevant again, especially with up-and-coming storefronts like itch.io that are doing a much better job meeting the needs of indie developers. And an analytics company like Bad Juju does make some sense as the owner-operator of an indie-oriented online retailer. Certainly more than a strictly virtual world oriented developer like Linden Lab.

So far, it does sound like Bad Juju is actually interested in their newly acquired website. For one, they’re actually going to focus on the Desura client app, which is practically impossible to even find on the current version of the Desura site. It certainly will be great if they make good on their promise of a Mac and (official) Linux port of the app. Maybe they’ll even finally introduce the vaporware Desura API that’ll give devs access to Steam-style achievements and such.

And hopefully they’ll do something about that crippling $500 payout limit.

A 2D Sprite Animation System

One of the things I decided late into the production of Another Star was that, in the future, I would stop skimming on production tools. In Another Star I hard coded virtually everything in the game, other than the maps. I never really liked working on tools, so I always looked for work-arounds to weasel my way out of making them. But as I got closer and closer to finishing Another Star, things got more and more tedious to change.

The one bright spot was that I’d made a map editor. No big deal; I’ve made dozens of them over the past twenty or so years I’ve been programming games. But it really did make a difference, as simple as it was. Tweaking maps was a simple affair whenever I ran into an issue, even moreso because the map editor ran in-game and all I had to do was press a single key to toggle in and out of it. I almost—almost—tried hard coding the maps. I’m so glad I didn’t.

In any case, as a consequence of this I’m finally getting around to something I should have worked on five years ago: a 2d animation system for sprites.

The Flipbook Application

Here’s the application in action, selecting areas in a sprite sheet.

I actually did the bulk of predesign work for this back in 2009, but never got around to actually programming more than a couple buttons and a file menu. But for my next game, I really wanted it to look good, and I knew I’d need more than some basic grid-based sprites to pull it off. I’m hoping that this application, dubbed “Flipbook”, will do as much good for future projects as that map editor did for Another Star. And, to top it all off, I’m actually sort of enjoying working on this.

I’m trying to make Flipbook as easy and natural to use as possible, because I’d like to release it in some form, even if it’s never properly finished. I don’t expect it to be popular or anything, but it uses a fairly generic sprite system, so I think more than a few people could probably make use of it for their own projects.

In fact, I’d like to share several things I’ve developed, both for this project and Another Star. I’m planning to release these through the Vision Riders website starting here in the near future, but in the meantime you can read up on my latest draft of the underlying sprite system and its file structure. It’s not quite finished or finalized yet, but you should get a general idea of how the thing is supposed to work.