Page 4 of 8

Re: Bop N' Pop! 360 Edition

Posted: Thu May 14, 2009 12:19 pm
by Maevik
aamesxdavid wrote:
Maevik wrote:Awesome! As a color blind gamer I can't tell you how cool it is to see that you now have art to easily distinguish the pieces other than their hue. I'm usually SOL when it comes to puzzle games, and that just sucks! We make up nearly a third of the male population (which, lets face it, is a vast majority of the gamer population) and yet people still seldom take them into account when building their games.

Anyway, I can't wait to buy the game :D
I think most games have at least some other difference in pieces aside from color to distinguish them. trufun for example has different expressions on the faces for different colors. It's probably not as immediate a difference to notice, but it's something.

It looks awesome, can't wait to get it on Xbox!
Some of them try yes, but they are often pretty vague. Best example I can think of is NeoGeo's "Bust-a-Move" where they put little critters in the baubles to help distinguish them, but they are so subtle that it's almost easier to just have a friend next to me telling me what colors some things are.

Even a lot of extremely popular puzzle game such as "Puzzle Fighter" don't even try. I get giddy when I see some bold identification on pieces like Tru's Bop n' Pop

Re: Bop N' Pop! 360 Edition

Posted: Thu May 14, 2009 12:58 pm
by trufun202
Maevik wrote:Awesome! As a color blind gamer I can't tell you how cool it is to see that you now have art to easily distinguish the pieces other than their hue. I'm usually SOL when it comes to puzzle games, and that just sucks! We make up nearly a third of the male population (which, lets face it, is a vast majority of the gamer population) and yet people still seldom take them into account when building their games.

Anyway, I can't wait to buy the game :D
Ya know, I didn't plan on that going in, but I did honestly think about it working well for color blind gamers, once I got the graphics back from the artist. My dad was color blind, and I remember there were some games where he couldn't tell what was what. I wasn't sure how different the faces would be, but it looks like they're going to work pretty well.

Thanks for the feedback!

Re: Bop N' Pop! 360 Edition

Posted: Fri May 15, 2009 9:38 am
by Falco Girgis
Hey, Trufun, I'm not really sure how the whole XNA thing goes. Do we have to be XNA members/developers?

Kendall and I are definitely going to be buying Bop N' Pop, but I was wondering how we would go about it.

Re: Bop N' Pop! 360 Edition

Posted: Fri May 15, 2009 10:19 am
by programmerinprogress
I think we can just download it from xbox live, in the community section, i've downloaded demos before.

Re: Bop N' Pop! 360 Edition

Posted: Fri May 15, 2009 11:07 am
by MarauderIIC
Yeah, xbox live arcade -> community.

Re: Bop N' Pop! 360 Edition

Posted: Fri May 15, 2009 12:21 pm
by trufun202
GyroVorbis wrote:Hey, Trufun, I'm not really sure how the whole XNA thing goes. Do we have to be XNA members/developers?

Kendall and I are definitely going to be buying Bop N' Pop, but I was wondering how we would go about it.
Yep, what they said. There's a "Community Games" section on Xbox Live. I do believe you have to be a Xbox Live Gold member tho...

There will be a free trial and the game will probably go for 200 pts - which is as cheap as I can make it! XD

Re: Bop N' Pop! 360 Edition

Posted: Fri May 15, 2009 8:13 pm
by MarauderIIC
trufun202 wrote: Yep, what they said. There's a "Community Games" section on Xbox Live. I do believe you have to be a Xbox Live Gold member tho...
I don't think so. The whole point of silver is to let you spend money. Gold is to play against other people.

Re: Bop N' Pop! 360 Edition

Posted: Sat May 16, 2009 1:50 pm
by rolland
MarauderIIC wrote:
trufun202 wrote: Yep, what they said. There's a "Community Games" section on Xbox Live. I do believe you have to be a Xbox Live Gold member tho...
I don't think so. The whole point of silver is to let you spend money. Gold is to play against other people.
Yeah, I can't see MS stopping people from spending money for any reason. They might just charge us more. :mrgreen:

Re: Bop N' Pop! 360 Edition

Posted: Sun May 17, 2009 3:42 pm
by trufun202
The game was officially submitted for Playtesting today. That means that other XNA developers have an opportunity to test the game and give their feedback before I submit it for final approval. It'll be in Playtesting until next Sunday, then hopefully I can make some tweaks and get this thang released! :mrgreen:

Re: Bop N' Pop! 360 Edition

Posted: Mon May 18, 2009 4:58 pm
by trufun202
Man, these are some picky bastards. :P

It's been a day and I have a list of 20 or 30 things to "fix." I'm mainly just going to focus on the show-stoppers tho, the things that would get me an immediate rejection from the Xbox Marketplace. (like allowing Player 1 to use the third controller if they want...right now I'm forcing Player 1 to use the first controller - who knew that'd be such an issue???)

If they're bitching about the core gameplay, they can suck it. Bop N' Pop has 10 years of proven history! (sorta.) ;)

Re: Bop N' Pop! 360 Edition

Posted: Mon May 18, 2009 6:16 pm
by eatcomics
Hmmmmmmm........ What's wrong with p1 using p3's controller, what if p3's controller is closer to p1 than p1's controller is...??? What you gonna do now, lose to p2???? I think not my good friend, I think not.... :lol: ;) but keep up the good work xD

Re: Bop N' Pop! 360 Edition

Posted: Tue May 19, 2009 9:22 am
by Falco Girgis
trufun202 wrote:Man, these are some picky bastards. :P

It's been a day and I have a list of 20 or 30 things to "fix." I'm mainly just going to focus on the show-stoppers tho, the things that would get me an immediate rejection from the Xbox Marketplace. (like allowing Player 1 to use the third controller if they want...right now I'm forcing Player 1 to use the first controller - who knew that'd be such an issue???)

If they're bitching about the core gameplay, they can suck it. Bop N' Pop has 10 years of proven history! (sorta.) ;)
That's really bitchy of them.

I'm not so sure that I would be as patient as you. Especially with so many absolute shit XNA games, I might get a bad case of "who the hell are they to try and tell me how to do my game? LOOK AT THE GAMES THEY LET THROUGH."

You are a good man. Oh, and the news system is ready for you.

Re: Bop N' Pop! 360 Edition

Posted: Mon Jun 01, 2009 11:50 am
by trufun202
Well crap. I WAS getting close to approval. I think I was at like 43% - but that was just for English. People were bitching about the other languages because some of the graphics (like "Victory" and "Defeat") weren't translated. (which, for the record, I've played plenty of "translated" games that still have graphics with Japanese characters here and there - but oh wellz)

Screw that. I took the game down and I'll strip out the other languages tonight and resubmit. It's not worth it - I need to get back on some Golvellius! ;)

This sets me back another week, but will probably get the game approved quicker in the long run.

Re: Bop N' Pop! 360 Edition

Posted: Mon Jun 01, 2009 1:14 pm
by JS Lemming
That's lame... but getting back to work on Golvellius is not! *whip cracking sounds*

Re: Bop N' Pop! 360 Edition

Posted: Wed Jun 03, 2009 8:40 pm
by Falco Girgis
trufun202 wrote:Well crap. I WAS getting close to approval. I think I was at like 43% - but that was just for English. People were bitching about the other languages because some of the graphics (like "Victory" and "Defeat") weren't translated. (which, for the record, I've played plenty of "translated" games that still have graphics with Japanese characters here and there - but oh wellz)

Screw that. I took the game down and I'll strip out the other languages tonight and resubmit. It's not worth it - I need to get back on some Golvellius! ;)

This sets me back another week, but will probably get the game approved quicker in the long run.
Jesus Christ. No offense to you, because what you're doing (having a game published) is amazing, but the more I hear, the more I don't think that I will go the route of XNA ... ever.