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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Zivouhr » Wed Oct 14, 2015 2:03 am

Turon wrote:You're doing everything? thats pretty cool. I can also see that you are varying your zombies a bit some of them are bent others have their arms extended out and still others curle there arms in,
though they all have the same coloration and their blood looks the same... The music is pretty pumped must say, good job. :wink:


Thanks Turon! There will be new zombies as the levels progress. Yes, creating everything takes a little more time but I enjoy the challenge.

Currently have to create a level boss, then start work on level 2 with some new enemies. The main character has 4 new attack moves not seen in the video above, and possible plans to add 2 other playable characters. The game will be a good sized download with all the graphics and animations, and wav sound effect files, but hopefully all under 1 GB. Music will be exported in ogg vorbis, which saves a ton of MB space compared to wav.
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Turon » Wed Oct 14, 2015 3:59 pm

So I take it your a Mac user? What program do you use for the music? I know Fl Studio only has a very limited beta for Mac...
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Zivouhr » Thu Oct 15, 2015 11:07 pm

Turon wrote:So I take it your a Mac user? What program do you use for the music? I know Fl Studio only has a very limited beta for Mac...


Hey Turon, good question. Garage Band is pretty awesome for creating entirely original music from a single note to the last. Every note played you have full control over, and thankfully the program isn't limited to pre-made loops as some believe, which I avoid always for the sake of my own creations brought to life.

In the past, I learned on a Casio Keyboard with step recording; entering each note and saving the progress, starting back in 1995. Eventually moved to the MTV Music Generator 1 and 2 (3 was terribly limited) for the PS1 and PS2, which were awesome for original creations also, but had limited memory and exporting quality. I have a ton of songs over the years saved on many memory cards and had to export them through an analog connection to a CD recorder. It was good, but low tech.

Garageband can export as aiff or mp3, and with audacity, aiff can be converted to wav if needed. Lots of cool filters in Garageband and I'm still discovering new tools now and then.

I'll keep an open mind for new music software though, since Garageband is kind of a forgotten but very affordable music creation software, abandoned by its creator years ago sadly from what I saw. Hope that helps a little.
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Turon » Fri Oct 16, 2015 3:27 pm

Zivouhr wrote:
Turon wrote:So I take it your a Mac user? What program do you use for the music? I know Fl Studio only has a very limited beta for Mac...


Hey Turon, good question. Garage Band is pretty awesome for creating entirely original music from a single note to the last. Every note played you have full control over, and thankfully the program isn't limited to pre-made loops as some believe, which I avoid always for the sake of my own creations brought to life.

In the past, I learned on a Casio Keyboard with step recording; entering each note and saving the progress, starting back in 1995. Eventually moved to the MTV Music Generator 1 and 2 (3 was terribly limited) for the PS1 and PS2, which were awesome for original creations also, but had limited memory and exporting quality. I have a ton of songs over the years saved on many memory cards and had to export them through an analog connection to a CD recorder. It was good, but low tech.

Garageband can export as aiff or mp3, and with audacity, aiff can be converted to wav if needed. Lots of cool filters in Garageband and I'm still discovering new tools now and then.

I'll keep an open mind for new music software though, since Garageband is kind of a forgotten but very affordable music creation software, abandoned by its creator years ago sadly from what I saw. Hope that helps a little.

I've always been kind of multiplatform having access to Linux (Ubuntu), Mac OSX and Windows, though typically I've been bound more to Windows until my Acer thing broke down... So now Mac OSX is my main platform at the moment. On windows I had liked to mess around in FL Studio creating different sounds (not too fantastic though)
I see there really isn't a FL Studio substitute on Mac OSX, but there is GarageBand I know.

The things that frustrated me with GarageBand was that the piano roll editor wasn't as simple as just clicking where you wanted the notes. and so far I haven't been able to import any AU units... also why no VSTs? but GarageBand is probably the best bet on the Mac system as LMMS is barely functional and Nano Studio is too iOSy. How did you overcome these hurdles?
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Zivouhr » Mon Oct 19, 2015 4:25 am

Turon wrote: I've always been kind of multiplatform having access to Linux (Ubuntu), Mac OSX and Windows, though typically I've been bound more to Windows until my Acer thing broke down... So now Mac OSX is my main platform at the moment. On windows I had liked to mess around in FL Studio creating different sounds (not too fantastic though)
I see there really isn't a FL Studio substitute on Mac OSX, but there is GarageBand I know.

The things that frustrated me with GarageBand was that the piano roll editor wasn't as simple as just clicking where you wanted the notes. and so far I haven't been able to import any AU units... also why no VSTs? but GarageBand is probably the best bet on the Mac system as LMMS is barely functional and Nano Studio is too iOSy. How did you overcome these hurdles?


Garageband, the one I've used is an older version from 2005+... You can click the notes anywhere you want in the older versions by pressing down either the apple key (or on a PC keyboard, the lower left windows key), or it's the alt button; forget at the moment, but by holding that down while in the track screen next to your track instrument on the left, press down on your mouse and it will drop in a box to edit. Click on the box twice to pull up the editor screen on the lower left half of the screen. Then when in there, you'll see a keyboard vertically placed. Just hold alt or the option button and click in the empty space and a note will form. Once you see the note form, you can change its length and create as many new notes as you want. Once I figured it out, the rest was easier, but to be honest, Apple doesn't do its customers any favors with their very limited user manuals that are always barebones. Most of the time with Apple, you have to figure it out through trial and error... Not sure if that helps, but you can also create your own instrument samples to work with also, but that's a whole other process.

On Topic: I notice when I load up a new game that was exported with Game-Editor for desktop gameplay, there's a Terminal box that says:
WARNING: 140: This application, or a library it uses, is using the deprecated Carbon Component Manager for hosting Audio Units. Support for this will be removed in a future release. Also, this makes the host incompatible with version 3 audio units. Please transition to the API's in AudioComponent.h.
That's pretty much telling me the newer OS versions of the Mac and possibly PC and Linux won't be able to play the audio at the very least of the games we create in the near future. If this is the case, I might have to consider the unintuitive Unity afterall. I love working in Game-Editor's 2D space, but the lack of updates is starting to catch up with the software as the world moves forward and leaves the past compatibility behind sadly.

Hopefully Makslane returns to Game Editor to update it soon, though realistically that's probably not going to happen...
I've looked at Unity a few times now, and every time I keep returning to Game-Editor for the ease of use, even if it crashes 4 of 10 times when entering new code. :P
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Turon » Mon Oct 19, 2015 5:41 am

What a sad state of affairs... I don't know if it will work but have you tried PMing sky? I'm sure even a unfinished gE 1.4.1 would be better than what we have now. If that doesn't work you'd go unity right? Well it seems you want a intuitive program, I haven't tried this program myself but I feel it may be gE's cousin, Godot. It has a dedicated 2D space for 2D games so you don't have to fake 2D like in unity.
WARNING: 140: This application, or a library it uses, is using the deprecated Carbon Component Manager for hosting Audio Units. Support for this will be removed in a future release. Also, this makes the host incompatible with version 3 audio units. Please transition to the API's in AudioComponent.h.

I've seen that message as well but it appears to have been happening for a while as a quick web search would reveal, gE on the mac is already on life support with that framework that has to be in place, I forget which framework that was but everything gE related has to run in a terminal. So far I've had no problems with sound, I think as long as you have that framework you should be okay... but this could be a more complicated issue so I suggest making a new topic for that.
Just to make sure we saw the same message this was my terminal output.
Code: Select all
Last login: Tue Oct 13 17:02:28 on console
iMac:~ username$ /Applications/GameEditor/gameEditorMacOSX ; exit;
2015-10-13 17:15:49.767 gameEditorMacOSX[1456:758076] 17:15:49.767 WARNING:  140: This application, or a library it uses, is using the deprecated Carbon Component Manager for hosting Audio Units. Support for this will be removed in a future release. Also, this makes the host incompatible with version 3 audio units. Please transition to the API's in AudioComponent.h.
2015-10-13 17:17:00.772 gameEditorMacOSX[1456:758076] 17:17:00.772 WARNING:  140: This application, or a library it uses, is using the deprecated Carbon Component Manager for hosting Audio Units. Support for this will be removed in a future release. Also, this makes the host incompatible with version 3 audio units. Please transition to the API's in AudioComponent.h.
Oct 13 17:17:04  gameEditorMacOSX[1456] <Warning>: CGDisplayBaseAddress is obsolete and returning NULL for display 0x42c0140
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.

[Process completed]

PS thanks for the Garageband tip! :wink:
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Zivouhr » Tue Oct 20, 2015 12:49 am

Yes, that's the same warning message about the audio being outdated in the set up to where the OS systems won't be supporting it in future versions, which is not a good sign for Game Editor's longevity without any updates. I think I remember Skydereign mentioned his newest version was only compatible with PC, but I could be wrong.

Thanks for suggesting Godot! Cool to see it can export games to pretty much most formats, including pc, mac and linux also.
I'm used to coding in C, so I'd have to wrap my brain around python which Godot uses, along with C++, etc maybe, but if the interface is good, I'll take a look.
http://www.godotengine.org/projects/godot-engine
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Zivouhr » Wed Nov 04, 2015 4:23 am

I tried Godot, and it's a cool program, though I'm still very much attached to Game Editor yet. :)

Here's a new playable character, Sarah, in the game City of Rott, inspired by Sega's classic Streets of Rage.

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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Turon » Wed Nov 04, 2015 6:45 am

Zivouhr wrote:I tried Godot, and it's a cool program, though I'm still very much attached to Game Editor yet. :)
Here's a new playable character, Sarah, in the game City of Rott, inspired by Sega's classic Streets of Rage.

yeah I like the simplicity of gE along with its sophisticatedness... is Sarah some kind of half Martian mutant?
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Zivouhr » Thu Nov 05, 2015 5:56 am

Turon wrote:
Zivouhr wrote:I tried Godot, and it's a cool program, though I'm still very much attached to Game Editor yet. :)
Here's a new playable character, Sarah, in the game City of Rott, inspired by Sega's classic Streets of Rage.

yeah I like the simplicity of gE along with its sophisticatedness... is Sarah some kind of half Martian mutant?


Yes, Game Editor is such a comfortable program to work in for creating 2D games, agreed. I was able to PM Skydereign last week or so, who mentioned if he gets time, he'll do his best to release the latest official update to Game Editor with the window/fullscreen mode hopefully by February 2016 or sooner for PC, Mac and Linux with the ability to export the games. From what I read, the current 1.4.1 is PC only and a beta test version that can't export.
It will be very nice to see Game Editor able to fit to any screen size without an error message suggesting the screen dimensions aren't compatible with the game, and then switch back to window mode if needed. Presentation makes a big difference so I'm looking forward to it.
I also mentioned the outdated audio compatibility warning message, which he mentioned he'll try to look into when he gets a chance.

Does she have an alien appearance or is it the energy blades she uses that makes her appear alien? Sarah is part of the Otherworld, so she has special abilities that she's developed with her mind, that allows her to use energy powers. Fred and Max are new visitors to the Otherworld where the game takes place, so they have to use their regular weapons since they're just getting started.

Thanks Turon! 8)
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Turon » Thu Nov 05, 2015 8:53 am

Zivouhr wrote:
Turon wrote:
Zivouhr wrote:I tried Godot, and it's a cool program, though I'm still very much attached to Game Editor yet. :)
Here's a new playable character, Sarah, in the game City of Rott, inspired by Sega's classic Streets of Rage.

yeah I like the simplicity of gE along with its sophisticatedness... is Sarah some kind of half Martian mutant?


Yes, Game Editor is such a comfortable program to work in for creating 2D games, agreed. I was able to PM Skydereign last week or so, who mentioned if he gets time, he'll do his best to release the latest official update to Game Editor with the window/fullscreen mode hopefully by February 2016 or sooner for PC, Mac and Linux with the ability to export the games. From what I read, the current 1.4.1 is PC only and a beta test version that can't export.
It will be very nice to see Game Editor able to fit to any screen size without an error message suggesting the screen dimensions aren't compatible with the game, and then switch back to window mode if needed. Presentation makes a big difference so I'm looking forward to it.
I also mentioned the outdated audio compatibility warning message, which he mentioned he'll try to look into when he gets a chance.

Does she have an alien appearance or is it the energy blades she uses that makes her appear alien? Sarah is part of the Otherworld, so she has special abilities that she's developed with her mind, that allows her to use energy powers. Fred and Max are new visitors to the Otherworld where the game takes place, so they have to use their regular weapons since they're just getting started.

Thanks Turon! 8)

Cool! As long as gE 1.4.1 can export to Linux, Mac and Windows it'll be worth whatever necessary to get it running... something like wine or parallels...
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby DeltaLeeds » Tue Nov 17, 2015 5:42 pm

Turon wrote: I was able to PM Skydereign last week or so, who mentioned if he gets time, he'll do his best to release the latest official update to Game Editor with the window/fullscreen mode hopefully by February 2016 or sooner for PC, Mac and Linux with the ability to export the games. From what I read, the current 1.4.1 is PC only and a beta test version that can't export.

I may be a little late for gratitude, but that is very great news! +1 for initiative, and news!!! :D
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Zivouhr » Wed Nov 25, 2015 4:58 am



Above is the latest update to the game, which now includes a 3rd playable character with unique moves, a stamina meter, a new power shot, more zombies (from a single actor which I finally figured out how to do), new animations, new music, etc...

jonathang wrote:
Turon wrote: I was able to PM Skydereign last week or so, who mentioned if he gets time, he'll do his best to release the latest official update to Game Editor with the window/fullscreen mode hopefully by February 2016 or sooner for PC, Mac and Linux with the ability to export the games. From what I read, the current 1.4.1 is PC only and a beta test version that can't export.

I may be a little late for gratitude, but that is very great news! +1 for initiative, and news!!! :D


Thanks Jonathang. I have some plans for my newest game, so I hope Skydereign is able to find the time and he even suggested possibly by late 2015 a release for the official update even if it mostly has the windowed/fullscreen option as the main new feature, which to me, in addition to updating the audio compatibility issue, would be great, after I mentioned February 2016 as a goal. As others have suggested, if he asks for donations for his work to advance Game Editor, I'll donate.
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Re: City of Rott: Street of Rott for PC, Mac, Linux (2D Braw

Postby Zivouhr » Sun Jan 10, 2016 9:03 pm

I haven't heard any news yet from Skydereign on the progress of 1.4.1 Game Editor with the window/full screen options after a couple emails, so I'll assume it's a bigger challenge than first anticipated for his time schedule, in making available by February 2016. Oh well. Right now, my default window of the game is 1280x720 which might be too big for some gamers, or too small for others, so they'll have to adjust their resolution depending.

This game's DEMO NOW AVAILABLE through Indie Database, indiedb.com for independent video games, associated with Steampowered.com . I have the game in the concept section of steampowered.com but that's not a frequently visited section, so I'll have to consider the $100 entry fee soon to see if it can gain an audience.


City of Rott: Streets of Rott DEMO now available to play: for PC, Mac and Linux.
Demo size 220 MB or so.
http://www.indiedb.com/games/city-of-ro ... ts-of-rott
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Re: City of Rott: Street of Rott for PC, Mac, Linux DEMO onl

Postby DeltaLeeds » Mon Jan 18, 2016 6:37 am

Woo! Can't wait to try it Ziv, I had to register and stuff, and I'm going to try it in about an hour or so because 200 MB... xP
Again, awesome looking game, I'll give feedback after trying the game! ;)
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