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mrimer
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Emojk wrote:
Oh come on now, that is just cruel.
Just publish the buggy version of the game, I don't mind. I promise I won't complain at all.
Sorry, not trying to be cruel. Just providing a status update of where we are.

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04-22-2014 at 05:14 PM
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Dischorran
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bflatjeff wrote:
de-atrophy (is that even a thing? I don't know).
That would be :hooray

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04-22-2014 at 08:44 PM
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Kwerulous
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I realise I'm a little late to the praising-of-Emmett's-music, but can I just say how catchy A Sympathetic Bartendry is? I've listened to it, um, quite a few times already... I fear I might not be able to exit some levels in a hurry (it sounds like an exit-stairs music to me, though I could be wrong of course). The other nine pieces are awesome too, and I look forward to hearing them in game.

On the subject of music, the piece in the new trailer (I assume by Jon Sonnenberg?) is really cool too!
04-27-2014 at 09:48 PM
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EmmettPlant
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Kwerulous wrote:
I realise I'm a little late to the praising-of-Emmett's-music, but can I just say how catchy A Sympathetic Bartendry is? I've listened to it, um, quite a few times already... I fear I might not be able to exit some levels in a hurry (it sounds like an exit-stairs music to me, though I could be wrong of course).

It's never too late for unqualified praise! :)

'A Sympathetic Bartendry' is essentially music written on a self-imposed dare: I wanted to see if I could pull a coherent piece together using nothing but percussion and strings. There's all kinds of stuff lurking in that piece -- Marimbas by the bucketload, acoustic guitars, conga drums, bongos... Apart from the three (or four?) acoustic guitars, it's all percussion (if you count pianos, and I do).

Again, this is the kind of thing I don't really get to do that often. DROD is a great place for this kind of thing, because the players like to be challenged. They're much more willing to accept it when I go out on a limb.
04-28-2014 at 05:05 AM
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Kwerulous
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Interesting! Nice to hear from the composer the thought processes behind the music. You're clearly enthusiastic about it and it really shows in your work.
04-28-2014 at 06:31 PM
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Stoney
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Pre Ordered :) I hope it does feature a decent OSX Version this time around.
05-02-2014 at 05:17 PM
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Jatopian
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Stoney wrote:
Pre Ordered :) I hope it does feature a decent OSX Version this time around.
Was there something indecent about the Mac version?

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05-02-2014 at 09:48 PM
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Stoney
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Well, it happened to crash a bit often in the past, so I've used Wine for JtRH. I would much rather prefer to play it native though. :)
05-02-2014 at 10:22 PM
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mrimer
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Are you talking about the PowerPC version or the Intel version for JtRH?

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05-03-2014 at 01:07 AM
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Stoney
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I believe it was the Intel Version. But there might be a fixed build now, gotta try the recent one. :)
05-03-2014 at 05:31 AM
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Emojk
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TBC and GatEB have never crashed on my mac.
05-03-2014 at 03:29 PM
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Stoney
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I need to try the new builds. The older ones did have some problems for me. But I've got some free days from work next week, so I already know how to spend them now. ;)

Anyway, you know I'm anticipating every new release you guys do from the deepest of my heart. You make the best puzzle games in the world, and I'm not exaggerating one bit here.

[Last edited by Stoney at 05-03-2014 08:42 PM]
05-03-2014 at 08:38 PM
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mrimer
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Here's feedback from another beta tester who has completed most of the game content:
Over all, I think TSS is fantastic. I love all the improvements to the engine, especially the support for the different title screens and associated content. The graphical enhancements and animation support awesome, and the new room styles and associated music are among the best yet! Oh, and I love all the new weapons. I guess there are some problems that can't be solved with a really big sword, after all.

Story-wise...I'm pretty pleased with how things went...

I have a hard time judging difficulty. I think TSS is, on the whole, probably harder than TCB, but I know I've improved as a player since TCB came out, so it's difficult for me to say for sure. TSS is obviously much bigger than previous games, maybe even too big...

The level design is, of course, excellent. I haven't loved every single room, but that's to be expected as I know some types of puzzles just aren't my cup of tea. Still, I don't think I've come across any rooms I thought were poorly designed...

All in all, it's been quite an experience.

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05-04-2014 at 03:28 PM
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RayneStormRN
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seemed like it was progressing so fast.........until i preordered, lol. now it seems to be dragging (i know it's just perception). really can't wait till it's finished so i can play. this is one of the few games i have purchased outright without trying first (that says a lot :)) (although my free month will be long expired).
05-10-2014 at 04:39 AM
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mrimer
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Thanks for the kind words. Don't worry -- we'll provide an extra month of CaravelNet when TSS is released for everyone who has pre-ordered.

Yes, progress is actually dragging for a couple weeks now. At least on my end -- I've had some personal emergencies to take care of. The beta team is doing great, though! We're all working hard together to make sure the game is finished asap!

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05-10-2014 at 06:02 AM
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mrimer
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A beta tester has mastered TSS! :thumbsup

I believe another couple are pretty close. We're applying the final fixes and tweaks to the hold now.

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05-21-2014 at 05:27 AM
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mrimer wrote:
A beta tester has mastered TSS! :thumbsup

I believe another couple are pretty close. We're applying the final fixes and tweaks to the hold now.
This is awesome! I can't wait for the gamma testing to commence. :D

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05-21-2014 at 11:36 PM
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Fang
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We're actually buying the Gamma Testing phase of the game. Only when it's the Zeta Testing is it ready.

Oh, who am I kidding? The end is nigh! The sky will fall on our heads! Vital statistics!

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05-22-2014 at 12:33 AM
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Nuntar
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A quick reply to something from the previous page....
Moo wrote:
Ah... That's not really the same thing.
Two short tracks alternating is still repetitive (less than a single one though), and kind of makes the two individual tracks basically be like a single longer one? In that case, why not have just one double-length track?
The music switches styles quite frequently, unless you get stuck on one room for a long time and don't have other rooms available. If the themes for each style were combined into one double-length track, each time you switched you'd get the first theme and you'd end up hearing it a lot more than the others.

By the way, the new styles in TSS have two of each music type (including Ambient), and the styles that were new in GatEB have four of each type.

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05-22-2014 at 01:43 AM
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Moo
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You do have a point... By being split up, when entering a room the music wouldn't always start from the same point...
But as they are so short, you really don't have to be stuck for long at all for it to switch from the first to the next. Even if you aren't stuck at all, just "doing" the room may take enough time for that. And being stuck means you're likely to hear even four tracks at least once all the way through.
Anyway... I think adding a little more variety, perhaps like the ancient post was talking about, could be good.
05-22-2014 at 02:23 AM
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mrimer
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I think we have over five hours of music in 5.0. Regardless of how music tracks loop, I think having a high volume of music is the best all-around way to have variety in the music.

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[Last edited by mrimer at 05-22-2014 01:27 PM]
05-22-2014 at 01:26 PM
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Godot23
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And I'm guessing that if you factor in the loops, you have about... :hmmm: AN INFINITE AMOUNT OF MUSIC!? Woah! :blowup

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05-22-2014 at 01:30 PM
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mrimer
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I was looking over the game assets recently, and I also noticed we have ~450 sound effects in 5.0.

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05-22-2014 at 01:36 PM
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Fang
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450 sound effects? That's a soundtrack I'd listen to. If we consider each sound effect takes a second and a half (overall estimation), that's 675 seconds, or 11 minutes and a quarter!

I'm not good with maths so I hope I didn't screw this one up.

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05-22-2014 at 02:15 PM
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Fang wrote:
450 sound effects? That's a soundtrack I'd listen to. If we consider each sound effect takes a second and a half (overall estimation), that's 675 seconds, or 11 minutes and a quarter!

I'm not good with maths so I hope I didn't screw this one up.

YOu did, sound effects are usually shorter than half a second.

At least in my games.

I make flash games, they need to be small.

So I have small sounds.

Potato.

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05-22-2014 at 02:26 PM
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Fang
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It's still a good 5 minutes, then! And it can be 60 if we loop it 12 times.

By the way, I'm currently reloading the page any moment I'm back on this tab because I saw the bar went up 0.05% (I think.)

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05-22-2014 at 05:39 PM
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Matt2k
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The burning question is what tasks the remaining progress bar is tied to. What constitutes .05% progress? Is the last 1% "adding the download links" or "Rework the engine to support 3D bump mapped voxel swords"

Clearly you have something in mind -- surely this isn't ARBITRARY!

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05-23-2014 at 03:50 PM
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mrimer
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Yes, we have concrete stuff in mind for the last 1.05%. 0.4% is for the last beta testing and hold design fixes. 0.3% is for final coding, bug fixes and RCB builds. 0.2% is for preparing and vetting the demo version of TSS. 0.15% is for press releases, the Illumination, and making TSS live!

And we should fit in another 0.001% for waiting for people who would rather have the release be delayed further.

Nah.

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Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 05-23-2014 06:32 PM]
05-23-2014 at 06:31 PM
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Trickster
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Fang wrote:
450 sound effects? That's a soundtrack I'd listen to. If we consider each sound effect takes a second and a half (overall estimation), that's 675 seconds, or 11 minutes and a quarter!
Regrettably, 423 of those sounds are just Beethro screaming.

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[Last edited by Trickster at 05-23-2014 07:03 PM]
05-23-2014 at 07:02 PM
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Trickster
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mrimer wrote:
And we should fit in another 0.001% for waiting for people who would rather have the release be delayed further.
Nah.
:weep

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05-23-2014 at 07:03 PM
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