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Comment History  (0 - 30 of 55)
Guillaume-SSS
Guillaume-SSS - - 55 comments @ The Tetrobot in UFHO2

Hi Ciro :) Hi all,

We are glad to see the Tetrobot... well the Hexabot in here!

We had the chance to test the game, and it looks very promising!
There is a kickstarter funding on the way (https://www.kickstarter.com/projects/tinycolossus/ufho2-a-turn-based-strategy-game), and even if you don't want to give anything, just watch the hilarious video that was made for the event :]

Love

Good karma+2 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter

Hi Skarn,

You may experiment an issue between your JRE (a Java 7 Jre ?) and the library we are using (LWJGL).

Here is the same error, with a different game:
Getsatisfaction.com

Apparently, adding the path to your jre in the LD_LIBRARY_PATH env var seem to workaround this issue.
If that workaround allow you to launch the game, then you should add this var to your bashrc in order to not have to do it every time you launch your OS.

If you want to talk about that, please send me some email at:
guillaume(at)swingswingsubmarine(dot)com

I will see the message quicker than in the comments here :]

Thanks!

Guillaume

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Humble Voxatron Debut

Yeah! Exactly!

I hope they will be able to put a redeem code on your personal purchase backoffice Humble page :)

Good karma+3 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Humble Voxatron Debut

It's true, we allowed the Humble guys to see with Desura for keys.

I'm updating the game for Desura as I speak.
Didn't have the time until now :/
Sorry for that!

Good karma+2 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter

This is our bad :(
Some users indicated us that they prefer when the game starts in windowed mode.

Next time we will make something more consistent between the demo version and the full version!

Good karma+3 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter Demos and Linux Desura Release!

Hi Urfoex!

For sure we will bring the Linux Demo to Desura, it's just that I suck with handling branches and build in our Desura backoffice :)

But the Desura crew helps a lot! There are awesome!

Thanks!

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter

Hi rioninja!

Thanks for supporting us!

If you have any question/bug report/anything else: feel free to drop me some lines at:
guillaume at swingswingsubmarine dot com!

Thanks again!

Guillaume

Good karma+2 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter - Playable Demo Mac

Windows users can found the Windows version of the Demo here:
Indiedb.com
(we kept our previous universal tech demo url to not break the link websites pointing to this page)

Thanks!

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter - Playable Demo Linux

Windows users can found the Windows version of the Demo here:
Indiedb.com
(we kept our previous universal tech demo url to not break the link websites pointing to this page)

Thanks!

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter

Hi KameZero!

We are working on the Linux build with the Desura team :)
I don't know when it will available, but we will let you know!

Thanks!

Good karma+2 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter now available on Linux!

I just realized that I didn't answered the question!

Question was about a Desura Redeem code if you purchased the game on Indevania.

Answer is:
It could be a great idea, we will think about that, and have to figure out if it's doable or not.

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter

Hi!

You purchased it on Desura?
Desura doesn't support Linux games for now, but if you purchased it here, just drop us a line at
guillaume at swingswingsubmarine dot com and we will figure out what we can do for you!

Thanks!

Good karma+2 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter now available on Linux!

Thanks!

Indievania is a very sweat place.
But I love the Desura approach with the Desura client to install and that allow the player to have all his game in one place, with a great ease of updates :]

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter now available on Linux!

Hi Cl0p1n!

For sure we will put the Linux version on Desura the moment the platform will support this!

We just don't know when it will happen, but we are looking forward to this moment!

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter - Playable Demo Windows

Hey, didn't notice the post until now, what is your configuration?

Do you use headphones? Or speakers?

Thanks!

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter

Hey Tongia!

Have you tried the game?
If yes, what was wrong with it?

It's always good to get feedback, positive or negative!

Thanks!

Good karma+2 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter

Oui, on prépare la version Desura cette semaine, on va voir comment ça ce passe !

Yes, we are preparing the Desura version this week, we'll see how it goes!

Good karma+3 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Blocks That Matter

Thanks!
We didn't think the game will make it to the final round!

Good karma+3 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ BTM TechDemo 0.9, Community is live

Hi, sorry for the response delay :/

The mouse is actually supported in menus and in the editor.
You can't use the mouse to control the Tetrobot in some carrot mode.

Thanks!

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Porting "Blocks That Matter" to Win/Mac/Linux

Hehe, you're right wilbefast, we should have avoided C# :] But we really wanted to have a game running on a console before we die... and XNA was the easiest way to do this!
Since XNA do not allow you to use the C++ XDK... then we had 'no choice'.

We really care about all players, that's why we try to port it with the thing that would gave a great portability AND not a lot of effort to port the game.

As for C++, I'm comfortable with it, but I choose C# for the reasons above, and Java because Java and C# have a lot in common :)

Thanks for your comment! Really appreciated :]

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Porting "Blocks That Matter" to Win/Mac/Linux

Hi NullSoldier!

I'll be interested to know what are the mono alternatives that are much faster in performance. I'll will try them :)

Thanks!

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Porting "Blocks That Matter" to Win/Mac/Linux

You're welcome,

That was the configuration where I feel the most comfortable regarding the user experience :) (and also regarding the amount of work on our side!)

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Porting "Blocks That Matter" to Win/Mac/Linux

Hi Alxe!

Glad to see that I'm getting the same conclusions as you: C++ would be the best but that will be more a rewriting of all the stuff than a port.

And yes, it's sad to see a lot of game coming only for Windows OS while many of MacOs and Linux gamers will not have a chance to even try those games.

We know some people that are waiting the Linux build, and we will be glad to hit Desura on Linux too :]

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Seasons after Fall

Hello there,
For sure Desura could be a great way to distribute... but before distributing the game, we got to finish it the best way we could.

I know we don't give news this last months, and I deeply apology!
Some IndieDB reader drop us a line to know why the page was not active lately.
I'm going to give you some answers soon, I promise!

Good karma+2 votes
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Seasons after Fall

We will try not disappointing you then :)

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Seasons after Fall

You know what? Thank you for your sweat words. That helps a lot!

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Seasons after Fall

Hi Fib

>> Is this being made with OpenGL?
For now we've got an "high level abstraction layer" over the renderer. We are mainly using Direct3D right now for the low level implementation (since we are developing under Windows, it's easier to debug and trace D3D application for my experience).
Then for running under MacOS and Linux System, an OpenGL lo level implementation need to be used.
An abstraction layer is like a "black box" for the engine. We can change the contents of the black box without to change anything in the engine since it will keep using the black box without being aware of what's going on inside.

I don't know if I'm very clear, so let me know if this is incomprehensible :)

>> Is this game going to feature all 2D artwork that is rendered onto textured quads, or will there be some 3D models?
We already tried to insert 3D models in some scenes but the results weren't so convincing.
But it's doable in our engine since we make a fake 2D.
All the elements on screen are planar shapes facing the camera so you cannot see there are thin. The parallax is handled automatically thanks to perspective projection.

The levels environments are quite static for now, but the will include more animated stuff and more parallax plan to bring more depth.
I think that some waterfalls will maybe use a 3D modeling if the water need to go from a parallax layer to another.

I hope this answers your questions. Don't hesitate to tell me if some point are not answered very well!

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Seasons after Fall: spritesheet animation

Hehe, we will try to stay alive as long as possible :)

For the Blender curve stuff, in fact a curve is just a thing that gave you different values (floating values) depending the time.

For example: 3 curves can be used to describe the evolution of the (x,y,z) position of an object through time. So you can achieve some camera traveling with these 3 curves.
But you can also take 2 curves and consider that 1 of them describes the U (from UV, from texture coordinate) evolution through time. Same thing for the V texture coordinate.
In the end, you get curves that let you describe how UV shifting is going to be. So by giving the curves some "stair" looking, you make instant UV shifhting and you can do spritesheet animation with it :)

(I'm not sure to be very clear agin, but I think you get the concept ^^)

Good karma+1 vote
Guillaume-SSS
Guillaume-SSS - - 55 comments @ Seasons after Fall: spritesheet animation

Thanks for letting us know what you think about it!

Don't hesitate to tell us if you see crappy things in it or if some parts are not so well explained (as my english is not sooo good) :)

Good karma+1 vote