Monday, April 28, 2014

New ideas

I'm taking a little break from the networking coding of iPong: the biggest is done and all I have to do is fix it up inside the global game and port it for mobile.
I'm taking a bit of time off from it to elaborate new ideas: first of all I'm making practice on Unity 3D and you never know I might do something 3D soon.
Most of all I'm making an engine for a platformer/puzzle game that was already running in my mind for a while. Now I manage to make the base engine, and I see there is quite a lot of potential.
I wanna do a base version in HTML5 first and then to make a bigger game for sale...tha's the idea, I can't tell anything else. Will keep you updated.

Sunday, April 27, 2014

Sunday working

Today is Sunday so I took it a bit more easy but, despite a huge nap, I manage to work properly.
The Network of iPong is working well. I added the basic power ups like the double and the speed. They work, there are some little glitches but, it is something that I can notice bc I play simultaneously the two devices connected and I see some difference: The single player on his own cannot spot them so I might leave everything like it is.
I don't wanna slow down the frame rate of the game so I won't add other features in order to preserve the quality of the game play: this means magneto and guns won't be part of the cross platform multiplayer system and, probably, not even the flames but i still have to check on that.
I need to add the script for recognizing the end of the match, the winner and then I have to fix the whole block inside the game itself.
Once everything works I can call the mac and PC versions done and I have to start to work again on the Mobile versions implementing all the new things.

Before I called the day I decided to start to work on Unity to make a better 3d engine, the one on Game Maker is actually still to buggy and slow to master. I'm taking few online classes and I'm trying to learn fast all the Unity's features.

Good night


Friday, April 25, 2014

Good stuff...going in the right direction

New update about the network-cross-platform game. Yesterday I managed to make the connection and to merge the old code with the new code of iPong.
Today I kept on working on making fit the old networking code with the game and I'm making really big progress.
First of all now the game looks like iPong and not anymore Pong 2013, so new HD backgrounds with animations and movements, new sounds and all looks ok.
Then I manage to implement the new control system: all is playable via keyboard and joystick with the 2 modes of paddle control which works fine.
I fixed some connection issues speeding up a bit the process but, I must admit, the routing is still sending back and forth a lot of useless data so soon i need to clean it but, before I put my hands in the pure network code I want the game to work properly.
In the beginning I was thinking the network version might not have power ups..I actually changed my mind and I might be able (bc I found a hole in the code) to fit at least the speed and double power ups with the gas clouds. Too early now to talk about the asteroids and the other power ups...we'll see.

Thursday, April 24, 2014

Network progresses

Today has been a good working day in terms of results: I managed to bring the whole old network code into the new iPong's source and make it work.
And so far I tested it on two different computers on the web and it works.
Now the hardest part will start. The routine is not perfect: I know it. It's very glitchy and it is very base: connects two devices and makes them play a very base version of pong (no power ups, no lifting) plus all the control options are not implemented yet (and honestly I don't know if they never will) and no asteroids as well. Already like this the game lacks a bit of frame rate, so I need to make it more fluid in order to add stuff and then make it fit with the rest of the game, options included.
But, at least, we have a connection!

Any progress? Social networks and gamemakerblog.net

I admit it, I had to take a bit of time off from the network because it is a subject which is driving me crazy: I will never be working again in a network system all on my own, never again...
Ok, while I was taking some time off from the network I've been practicing some coding in 3d environment: writing code for a 3D engine is not really relaxing, so I think I'm just masochist :)
I have a little idea about a game, a puzzle/adventure game and it would be much nicer if it runs in 3d, so I'm checking some basic things like 3d models, textures, lighting and shadows.
I make some progress but nothing to show yet and, btw, it is time to work again on the network of iPong. I'm planning to integrate the old network engine I made several months ago to the new code and from there fix it and make it work better.
Easy to say.
Anyway I will keep you updated on this and if you don't hear anything is just because the progresses are really slow.
Meanwhile I wanna thanks all the people that follow this blog and also all the people that are liking, sharing and tweeting us: our accounts on social network are getting quite popular and we have very good response every time we communicate something.
Here a list of links to our network:

My personal twitter account
My coding FB Page
Ivano Cheers website
Ivano Cheers G+

Soloweb twitter account
Soloweb FB Page
Soloweb website

iPong twitter page
iPong FB Page
iPong website

and if you are a programmer please enjoy our game maker community:

Game Maker Blog
gamemakerblog.net on Twitter
gamemakerblog.net on FB

The game maker blog net community is really growing, if you have any demo, post, article, review or comment please contact me.

Monday, April 21, 2014

network and 3d engine

The networking / cross platform is really draining me. I knew it because I worked on it before and the same is happening now.
I'm doing little progresses every time I work on it but it's a hard beast to fix. Anyway I'm more than confident the system will be functional for all the platforms at the moment of the release.
Beside that I'm working on few new ideas and I believe one of these will be real, I just need to understand which one.
The point is: iPong will be released as a budget game, even if nice and cool you can set the price of a pong game as any other games out there. It has been and it is a useful experience to try, experiment and learn about the promotion for a game, about the indie game underground and about coding in general but it won't be a real hit and it doesn't pretend to be a hit.
So now that we know more about the environment we are moving in, it's time to think about new more ambitious ideas. And that's exactly what I'm doing.
I have 2-3 ideas I'm digging in and I will pick and try to turn in a real project the one that is better in terms of satisfaction and sales.
All this intro to say I'm working checking on 3D stuff. I took the 3D engine I developed for the fighter game and I see what I can do. GML 1.3 gives you the chance to implement lighting, fog effects, reflections...so it is cool to experiment a bit.
Can't say anything more....yet

Saturday, April 19, 2014

Connection issue solved

I spent the whole day to fix the connection problem, I couldn't bind the main port of communication making impossible creating the local connection between client/server on the same machine.
After a lot of tries I made it work but, I have to be honest, I still don't understand why didn't work at first.
Anyway, one day passed on it. Actually I started to throw something down about a brand new project, but it is too early to talk about it.
It's almost Easter, tomorrow no coding. Happy Easter to everybody!

Friday, April 18, 2014

Cross-platform and Network

Working to the network part. I know I did already a network routine applied to the old pong which was working just fine but now there are much more elements and the main code is almost totally different. Which is why I completely started a new routine which, hopefully, will work as good as the other one if not better. The only issue is: networking is so difficult; it is very hard, hard to think, hard to plan, hard to code and I, honestly, don't like it at all.
I'm just at the beginning and still I'm stopped in a problem that doesn't make me go any further.
Keep you informed...

Thursday, April 17, 2014

two players

If you follow this blog you know that at the moment I'm working to the cross-platform networking in order to connect to players remotely and make them play together in an iPong death match.
Point is: how they can play together if I didn't implement yet the 2 players mode?
Now on mobile can be a little bit harder due to the touch limitations (read: space on screen for two persons) but on computer it is a must have option.
Yesterday I did work full time on it and now mac and PC have the 2 players option, playable with keyboard or 2 joysticks.
It works and it is fun after ages spent playing against an A.I. which I coded.
Now network...i'm crying.

Wednesday, April 16, 2014

Apple logo, mobile versions and cross-platform networking

These days I'm working so hard that I don't have even the time to write down what I do to keep this diary up to date.
Let's recap then. The Mac version is perfectly functional and stable, is in testing and it works fine. I added (only for this version) the apple logo replacing the "o" of iPong. Just a little touch.
The PC version is in the process to close the testing which is good. I have to put together all the modifications, fixes, corrections and new features I added in the computer version and update the mobile versions with the new stuff. Not really funny to do.
But now the big announcement: I start to work full time to the cross-platform network in order to make it in the game for the first release. Will be hard but I will try especially because a lot of people told me to do so.
Soon new updates.

Monday, April 14, 2014

Download the demo!

After few consultations we finally decided that everyone can download the demo of iPong: The Game totally free of charge.
Actually I fixed already few things after that built but the demo works fine enough.
You can play the first level of the arcade, see the second opponent (if you win) and use both the control modes.
You can play either with the joypad or with the keyboard.

Subscribe this page to get your demo for free:
http://www.ipongthegame.com/free-demo/

and don't forget to give me a feedback!

One little request: if you are part of the steam community kindly vote for the game right here
http://steamcommunity.com/sharedfiles/filedetails/?id=249010907

thank you!

Sunday, April 13, 2014

Video trailer and cover of the game!

Here we have the trailer we were waiting for: you can finally see the video of the game in a trailer form.

Do you like it? Please give me some feedback! It is very important as well as sharing the video as much as we can. Thanks a lot!

Here instead is the official (for now) cover of the game: enjoy it!
That's a post I like! ;)

Saturday, April 12, 2014

Mac version, bug correction, video trailer and wallpaper

Working on the Mac version. This version will be virtually identical to the version for PC, maybe i'm thinking to change the "o" of iPong with the apple logo, I'll see.
The problems I had with the difference of colors are fixed, now is really the same if not better due to the great retina screen of the MACs.
The more I code the more I spot little bugs here and there which I fix on the spot. Probably I'm the only one who will ever spot them but still...must be perfect.
The video trailer is a bit behind schedule, a guy from asia is doing it and it takes a bit longer than I was planning.
The final draw which will be the official draw/wallpaper of the game is almost done. Soon a preview.

Friday, April 11, 2014

Testing, flames, corrections

The process of beta testing for the PC version is running very smoothly. All the glitches we found so far has been already corrected and hopefully nothing else will come out.
As I said few posts ago I added flames at the side of the paddles to simulate the propeller of the movement. The flames were only present on the player's paddle, now also the computer have its flames (they only work with a different algorithm).
I fixed few things that were not wrong but now they just look better and so far the game is fully functional and stable.
I will add a little screen right at the beginning (where the "turn the device" text is for the mobile version) which says you can you either the joypad and the keyboard.

Thursday, April 10, 2014

finishing iPong

I'm fixing the latest point on the game. While I made the PC version I added few stuff that I will need to add on the mobile version as well. Same when I made the demo a fixed few things and now I'm fixing the original code for PC before I forget what I did :P
Plus I started to work on the MAC version which will be basically the same of the PC version.
Waiting for the trailer to be done and for the wallpaper draws which should be given to me very soon.
Matter of days and we will release the demo
good night

Tuesday, April 8, 2014

Mac port - intro video

Ok, most of the coding is done. I am waiting for an outsource who's building the trailer video to start to promote better the demo and the game itself, meanwhile the game testing keep on running.
I want to make a mac port, so also mac users can enjoy the game as well.
Well I tried to port it directly with the Game Maker: Studio mac module and the first result ain't bad at all: the game actually runs fine on mac beside some chromatic issues which I think I can fix quite easily, so I am confident that the mac version will be released a at the same time of the PC version.

It is already a couple of days that in my head is running the idea to put a little flash intro for the game. I know that when these kind of ideas get in my head I have to try to realize them before I notice that might be a total failure (or a big success...). I might outsource some tests for a flash intro which I need to import once it is done in my code.

Monday, April 7, 2014

done done done

The majority of the code on the PC port has been done! The I cut something here and there and also the demo is ready. I didn't test it yet, it might be unstable but the majority of the code is done.
The demo will be soon available somehow somewhere, we might wanna give it to everyone who subscribes the newsletter of one of our sites, we'll see.
The final result is good: playing iPong with my joy pad in full screen is so cool! :)
Soon screenshots.
I'm hiring a freelancer to make good trailer videos of the game, if someone is interest please contact me here or on my site page at ivanocheers.com
Good night

Sunday, April 6, 2014

Still working: iPong PC

The PC version of iPong is taking me longer than I could ever think. The fact is that there are a lot of little things to modify and the introduction of the cursor made re-write a lot of routines to manage the main menu. Then every time you touch something, something else goes off and the circle never closes ... anyway, I'm doing quite a lot of progresses, I rewrote also the routine that manages the music on/off and now is way better and usable in every other program.
I added a nice feature: now when you move the paddle a little flame appears at the opposite side of the direction of march giving the sensation of power.
I'm close to finish and start to beta test it but there are few things left to do.
As I'm done I will make a little demo (only the first stage of the arcade) to send around.
See ya...

Press Release – “iPong: The Game” in final stage of development, expected release: June 2014

April 6, 2014 (Curacao, Netherlands Antilles) — After 4 months of intense development the video game “iPong: The Game” is finally entered in the final stage where the alpha and beta versions on the available devices start to be tested and de-bugged and the demo released.

Soloweb N.V., the company that is taking care about the production of the game, announced that the release of the game for PC/Windows, iOS systems and Android devices will be most likely at the end of June 2014. The designer and project manager Ivano Cheers confirmed the news on the social networks and on the official video game website www.ipongthegame.com . More over he said that a demo version is imminent and will be released for reviews and testing.
ipongwallpaperPR
“iPong: The Game” is an indie game/mobile game that brings the player to the future where the hierarchy of the Universe is the result of “iPong tournaments” between the known life forms: iPong is a space sport similar to the iconic “Pong”, one of the first video game of history. During the match the player needs also to collect special power ups to defeat the alien opponent. The game, as the site reports, will have a lot of cool features such as HD graphics and original tunes.
A lot of attention is developing around this game in the indie-gaming underground considering the increasing number of followers that the official Facebook page is getting every day since the announce: www.facebook.com/ipongthegame and the interest in the official game twitter “@ipongthegame

Additional informations about the release date and the supported platforms will be posted on the official site and in further press releases. Meanwhile the fever is raising.
Soloweb N.V. is proud to say that this is so far one of the most ambitious projects as the Facebook page of the company remarks: www.facebook.com/solowebnvapps

Media Contact:
Ivano Cheers – ivanocheers.com
Soloweb N.V.
Twitter: @ivanocheers
Facebook:  /ivano.cheers
www.ipongthegame.com

###

Saturday, April 5, 2014

Pc port: updates

The whole day dedicated to work on the PC version of iPong: The game. The new cursor has been fixed all over all the menus of the game. The game will be playable either with the keyboard and the joystick (no selection needed, they both work together).
I need only to change few things in-game and the all should be fine.
I need to prepare a Demo for Steam and Desura not to mention the yoyogames show case.
The game will allow you to play the first level of the arcade and then it will stop.
Hope I can make it work as soon as possible. Meanwhile the first press releases are about to be sent to the press, all the releases will be sent between Sunday and Tuesday. One copy of the PR will be published here as well.
www.ipongthegame.com is getting a lot of consensus as well as the twitter account of the game @ipongthegame and the facebook page fb/ipongthegame . If you didn't yet please subscribe, thanks.
Going back to work to the game, there is a light at the end of the tunnel!

Deep night coding: cursor

It's deep night, no way I could sleep and here I am on the code for the PC port of iPong: The Game.
I'm focusing on the new control mode in the menu that needs a sort of cursor (the telephone version was simply touch). I came out with the idea of the burning comet (similar to the in-game ball) that pass from corner to corner of the menu's voices commanded by the arrows or the pad.
Due to the track that the comet leaves behind the global effect of the cursor is cool and it works, so I think I will keep it.

Friday, April 4, 2014

PC port updates - Soloweb Site

The work on the PC port is going well.
The PC game will be full screen and will be playable with both keyboard and pad. There will be the "tick" option where you just press up and down once to make the paddle keep on going up or down and the other choice will be that the paddle moves when you press the button and it stops as you release the button. Easier to see than to explain.
Another change will be of course from the fact that the PC/Windows ain't touch so I'm studing a sort of cursor for the menu.
There are few issues to resolve but I will manage it. Very soon I must release a playable Demo (probably downloadable from the main site) with the only first level of the arcade mode.
Company news: the new Website of the company is finally live, SOLOWEB WEBSITE
check it out and let us know what you think about.
I'm going to sleep because today I worked too many hours in a row and I can't keep my eyes open.

Thursday, April 3, 2014

iPong website finally online

The website of the website of iPong: The game is finally online and here is the URL:
http://www.ipongthegame.com/
As you can see it is complete with all the updates done so far, with new screenshots, with the complete storyboard and with all the social connections.
Exactly: because for all the people that follow already iPong: The Game on Facebook we have really few (just launched) who are following the official iPong twitter account @ipongthegame (give some support!). Now that the site is, at the moment, completed I can focus on the PC port and on the first demo to give to the publisher.

Wednesday, April 2, 2014

Early demo, first pictures released and preview

I had to send something playable for PC asap to Dino Tonoli who takes care about the reviews on gamemakerblog.net. So All I did was direct porting the iPhone version on PC/Windows and send it to him. He even had to see on his test-pc the screen "device in horizontal position" ... which is funny. The demo was anyway playable with the arrows of the keyboard. The new controls features I wanted to add on the PC version were not yet into the demo.
Anyway after few hours the preview was already published and I must say this is the very first preview of the game, yet the first pictures published!
You can find the complete preview here: http://www.gamemakerblog.net/talent-scout-n-1-ipong-the-game-demo/ ... so cool!
I post here few pictures taken directly from the review:

and here we go: always closer to the end ...

PC version, blogging and social

The work on iPong: the game is getting very busy. While I'm selecting on the iPhone version what code to keep and what not (fortunately most of the original code will be saved) we are preparing the promotional campaign before the game will be release: that means that I'm working around the clock to fix bugs, coding the ports, making mi personal site up to date, this blog up to date, soon the game site will be live and I'm also taking care of the administration of gamemakerblog.net which will review a demo of iPong the game soon (actually as quick as I prepare it...another item on the to do list). Plus we just opened the gamemakerblognet twitter account so please follow it @gamemakerblogn if you will as well as will be very appreciated you like on the GM blog Facebook page. Thanks

Tuesday, April 1, 2014

Author blog

Just a quick update regarding iPong which will be probably and finally officially called iPong: the game. The testing is going well, today I will start to fix the bugs (few) that came out so far on the iPhone version and I will start to work on the PC/Windows version. Thanks to game maker studio will be a direct port but I have to add the control section and few code.
Meanwhile I want you to know that my personal blog is live: www.ivanocheers.com : it is nothing fancy and indeed ain't personal because it is tech/business related. It talks more about my experience in the past and now with games and programming. Give a look.