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by flavio » Tue Mar 06, 2012 7:25 am
Here is our first game, its name is Plith, it is a puzzle game.
It is made of several levels, you will move some gears in order to let some (specific) other ones move - which is the objective of each level.
It is a very simple game: it is my first game and I have no experience, so I have not looked for difficult things.
Now, some screenshots:
We are in a pretty advanced phase of development, I hope to release a demo soon. Thank you!
Last edited by flavio on Tue Jun 12, 2012 3:42 am, edited 2 times in total.
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flavio
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by rdb » Tue Mar 06, 2012 10:06 am
Looks promising! I look forward to trying it out. 
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by Nemesis#13 » Fri Mar 09, 2012 7:29 am
same here 
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by flavio » Sat Mar 10, 2012 4:59 am
Thank you very much!  I'm polishing the demo, so it should not require too much time. 
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flavio
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by grishnak » Sat Mar 10, 2012 1:44 pm
Screenshots look great I look forward to playing it. I noticed on the webpage for plith that the main header images are overlapping. It looks good in 1280x1024 but as I am set at 1024x768 and it does not format quite right. here is a screenshot  of what I'm talking about.
Is that wordpress you are using for the web layout?
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by flavio » Mon Mar 12, 2012 5:01 am
Thank you! Now it should be fixed. Yep, I'm using Wordpress (Thematic theme with small customizations).
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flavio
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by flavio » Mon Apr 16, 2012 8:25 am
Hi, I've made a gameplay video to show it in motion, it's here. Thanks!
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flavio
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by markjacksonguy » Mon Apr 16, 2012 9:28 am
I like the sound effects and the presentation style of it.
I've always said music and sound effects are half of a game.
If you find that hard to believe, just play your favorate game with the volume turned to zero. It will only be half as good.
Cool looking game.
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by EdBighead » Mon Apr 16, 2012 10:25 pm
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by flavio » Tue Apr 17, 2012 1:20 am
@markjacksonguy: Thank you so much!  I totally agree with you: audio is very important in games!
@redpanda: Yep, I added it some weeks ago.
@EdBighead: I love that game! But they are different: Geared's "core" is in the "puzzle" section - you have to think a lot to place each gear. Plith has simpler mechanics for gears (you have less types of gears), but difficulties come from other factors: time, level structure, ... So, it has an "action" component, which implies I had to decrease the "puzzle" weight in the mixture.
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flavio
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by flavio » Mon Apr 23, 2012 3:38 am
Hi, I have released a development demo, if someone is interested to it here is my last blog post, which contains the link to the demo page. If you want, please let me know if there are problems, suggestions, ... Thank you!
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flavio
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by Nemesis#13 » Mon Apr 23, 2012 6:42 pm
I've tried your demo and it runs pretty neat
It isn't running very fast, but I only have a crappy Intel onboard GPU, so it's cool it runs at all.
Keep up the good work!
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by Yodaman Jer » Tue Apr 24, 2012 8:10 am
Very nice!
I wasn't able to find a way to enable showing the FPS, but it ran smoothly on my system. The only time is dropped a frame or two was when it was switching levels - I suspect that's because it's unloading the old one and loading the new one.
Keep up the good work, I look forward to seeing more! 
-Yodaman Jer
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by markjacksonguy » Tue Apr 24, 2012 11:55 am
I wanted to run the demo and give you a performance report, but my virus suite will not let me install it.
Every time I tried, the installer got removed and my PC was rebooted.
May I ask, how many levels does the game have or will have? 
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by flavio » Thu Apr 26, 2012 5:15 am
Nemesis#13 wrote:I've tried your demo and it runs pretty neat  It isn't running very fast, but I only have a crappy Intel onboard GPU, so it's cool it runs at all. Keep up the good work!
Thank you!  I also have an Intel GPU, I can obtain more speed if I reduce the resolution and/or disable the antialiasing. Yodaman Jer wrote:Very nice!
I wasn't able to find a way to enable showing the FPS, but it ran smoothly on my system.
Thank you!  You're right, in the release version there is not the FPS counter. Yodaman Jer wrote:The only time is dropped a frame or two was when it was switching levels - I suspect that's because it's unloading the old one and loading the new one. Keep up the good work, I look forward to seeing more! 
Yep, at the end of the levels I've to clean the current stuff and load the new one... I could "hide" this swapping with some transitions, but this would decrease the "pace" (it is meant to be a "fast" game). Actually, this was the first implementation we made, but it was boring.  markjacksonguy wrote:I wanted to run the demo and give you a performance report, but my virus suite will not let me install it. Every time I tried, the installer got removed and my PC was rebooted. 
Oh, that's odd... You are the only person who reported that, other antivirus programs don't complain... What virus does it find? Anyway it is *very* strange: I take the exe produced by Panda and insert it in an installer produced by NSIS, and I do this on an OSX machine, so I don't see where a virus could be in this process. markjacksonguy wrote:May I ask, how many levels does the game have or will have? 
The game has 112 levels, which are very fast, though. Ok, advanced ones are not so fast.  The demo has 32 levels.
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flavio
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by flavio » Mon Apr 30, 2012 6:11 am
Hi, I would like to add some languages to Plith, but, because of my (null) budget, I have to look for a sort of "community-based" translation i.e. if there is someone who can make the translation into his/her language then I will add it. I hope somebody may be interested in this.  More information into my last blog post. Thank you for reading!
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flavio
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by flavio » Thu May 03, 2012 4:44 am
Hi, I have updated the demo following your suggestions (thank you!).
Specifically, I have considered Nemesis#13's performance report and have added an option which allows disabling shaders. Now, on my integrated Intel GPU the game has 44 FPS if it is 1600x900 with antialiasing and shaders, but it has 108 FPS if it is 1280x720 without antialiasing and shaders.
I have also refined something here and there, mainly for the HUD.
Moreover, I have added translations to Portuguese and French, thank Heek and Manou (and thank H3llb0y for the English one, which was already in previous versions)!
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by flavio » Mon Jun 04, 2012 7:32 am
Hi! We have published Plith's trailer! It is hard to design a trailer for a puzzle game!  You can find more information here. Thank you!
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by enc » Wed Jun 06, 2012 3:13 am
Very nice trailer
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by flavio » Wed Jun 06, 2012 5:28 am
enc wrote:Very nice trailer
Thanks! ^_^
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by kurohyou » Wed Jun 06, 2012 8:36 pm
Great work, Flavio! I look forward to playing it.
As someone who also hopes to create and market a commercial product with Panda3D, I'm also interested to know how you plan on distributing your game.
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by flavio » Thu Jun 07, 2012 4:00 am
kurohyou wrote:Great work, Flavio! I look forward to playing it.
Thank you so much! ^_^ kurohyou wrote:As someone who also hopes to create and market a commercial product with Panda3D, I'm also interested to know how you plan on distributing your game.
Initially, I am going to put it on my site for direct sale using a third-party payment processor. Contemporarily, I am going to propose it to (some) indie portals. After some weeks, I am going to try proposing it to non-indie portals.
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flavio
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by markjacksonguy » Wed Jun 13, 2012 10:50 pm
flavio wrote:kurohyou wrote:Great work, Flavio! I look forward to playing it.
Thank you so much! ^_^ kurohyou wrote:As someone who also hopes to create and market a commercial product with Panda3D, I'm also interested to know how you plan on distributing your game.
Initially, I am going to put it on my site for direct sale using a third-party payment processor. Contemporarily, I am going to propose it to (some) indie portals. After some weeks, I am going to try proposing it to non-indie portals.
You can always try working with smaller companies that specialize in marketing over the internet. Some of them might cut you a percentage of sells deal, which means you don’t have to pay out of your pockets for their services.
Of course, if you did consider this, I would have an attorney look at all legal documents before signing anything.
A lot of these companies will place your game at portals that offer digital downloads, for you. You know…sites like Direct2Drive (which is gone now).
Personally, I want to aim for store shelves with my own, first; which means submitting to actually game publishing companies.
Of course, if a publisher did not trust my product enough to spend their money marketing and mass producing it, I would then use market plan B.
It’s always good to have more than one marketing plan; incase one fails. 
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by flavio » Thu Jun 14, 2012 8:47 am
markjacksonguy wrote:It’s always good to have more than one marketing plan; incase one fails. 
I definitely agree.  I will start with my plan, since by now it's all (almost) ready, then I will come back to your suggestions if needed. Thank you very much! 
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flavio
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by flavio » Tue Jun 19, 2012 8:31 am
Hi! I have released Plith! Thank you for the support you have given to me! Thank you very much!
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flavio
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by preusser » Sat Jul 28, 2012 3:37 am
Maybe add some images from your game to the gallery?
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by Nemesis#13 » Mon Jul 30, 2012 7:52 am
Congratulations to the release! 
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by flavio » Tue Jul 31, 2012 9:32 am
preusser wrote:Maybe add some images from your game to the gallery?
Sure, that's a great idea! Do you know how can I do this? Thanks! Nemesis#13 wrote:Congratulations to the release! 
Thank you sou much! 
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by preusser » Wed Aug 01, 2012 7:06 am
Contact rdb for that.
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