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PostPosted: Wed Sep 27, 2017 7:23 am 
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Hello everyone!

We've launched the Kickstarter for our platform adventure game Intrepid Izzy today!



Intrepid Izzy is a combination of many things: multiple genres (platformer, adventure, beat 'em up), retro and modern graphics, well-known and never-before-seen gameplay elements... And as such promises to be a game unlike any other on the Dreamcast!

Dreamcast-specific features:
  • 640x480, 60 fps
  • Widescreen option
  • Fully configurable controls
  • Supports standard controller and Arcade Stick
  • Supports PAL, NTSC, VGA displays
  • VMU support

We've worked hard on this for many months, and of course we hope we can count on your support.

Support us here:
https://www.kickstarter.com/projects/se ... amcast-ps4

Some screenshots of the Dreamcast version:
Image

Image

Image

(more screenshots)

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PostPosted: Wed Sep 27, 2017 12:17 pm 
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I think it's no overstatement to say it looks AMAZING :o :grin:

Hope you reach the pledge soon and start getting some stretch goals down!


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PostPosted: Wed Sep 27, 2017 1:02 pm 
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Moved to the front page. This looks awesome! :D

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PostPosted: Wed Sep 27, 2017 1:13 pm 
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Backed it.

Question: Couldn't the Dreamcast version include a Windows port of the game's engine, to be also playable on PCs?

The DC version's assets are in lower resolution, so this shouldn't hurt sales of the PC Steam version for people who prefer to play the game at higher resolutions. And the DC version should also be playable on the PC through emulation, but playing the DC version natively on the PC would be nice.

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PostPosted: Thu Sep 28, 2017 12:51 am 
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Thanks everyone!

mankrip wrote:
Question: Couldn't the Dreamcast version include a Windows port of the game's engine, to be also playable on PCs?

The DC version's assets are in lower resolution, so this shouldn't hurt sales of the PC Steam version for people who prefer to play the game at higher resolutions. And the DC version should also be playable on the PC through emulation, but playing the DC version natively on the PC would be nice.


It's technically possible, that's for sure. Thanks for the suggestion!

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PostPosted: Thu Sep 28, 2017 11:42 am 
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Very impressive! Any chance you guys can post a video of the current DC build? I'd love to see that fluid animation on the DC!


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PostPosted: Thu Sep 28, 2017 12:26 pm 
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Thanks!

For now, we have this video of the Dreamcast version in action:


I may record a new one soon.

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PostPosted: Sun Oct 01, 2017 6:54 am 
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It looks awesome! Plus, it's a game in that combines some of my favorite genres (adventure, platforming, and fighting). I can't until it's released. :D


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PostPosted: Mon Oct 02, 2017 4:23 am 
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Thanks MetaFox! I've wanted to make a game that combines different genres for a long time, and it works really well!

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PostPosted: Wed Oct 04, 2017 11:33 am 
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Some new stuff made this week:

Enemy designs
Image

Stackable octopuses
Image

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PostPosted: Fri Oct 06, 2017 10:42 pm 
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Did someone ask for a video of the Dreamcast build? :grin:

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PostPosted: Sat Oct 07, 2017 8:33 am 
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The Demo looks great!

A couple of questions:

1.) I thought I noticed some frame drops in the DC demo, or was that the fault of the capture card being used?

2.) Will there be a PC demo released?

Keep up the great work, game looks like a ton of fun!


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PostPosted: Sun Oct 08, 2017 1:32 am 
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Thanks hilltopper06!

1.) Some of the 60fps footage that I uploaded myself seemed to have frame rate drops when played on YouTube, so it could also be a problem with YouTube's transcoding. I do know of one instance where the Dreamcast fails to maintain 60fps, though, which is during fade ins/outs. But I have some ideas about how to fix that.

2.) I have already sent a PC demo to a youtuber. I hope he'll make something nice with it. I don't think the PC demo is quite ready for distribution to the general audience yet, though.

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PostPosted: Mon Oct 09, 2017 9:55 am 
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Roel wrote:
Did someone ask for a video of the Dreamcast build? :grin:

I can't imagine this game being not released. It really deserves to be completed.

Some ideas:

Release a level editor with the game, so people can build their own levels. Maybe save the levels in a VMU file format, so people can copy them over to the VMU and play on the DC.

Maybe put the release of the DC version of the game's engine as a stretch goal on Kickstarter, licensed exclusively for pledges above a certain value.

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PostPosted: Tue Oct 10, 2017 2:38 am 
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Thanks, mankrip!

I think we already have some very nice rewards to offer, and there is plenty of reason to back the project. The key to success is to get more people to know about it. I'm afraid the addition of extra rewards will likely do very little to that effect.

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PostPosted: Wed Oct 11, 2017 10:41 am 
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Roel wrote:
Thanks, mankrip!

I think we already have some very nice rewards to offer, and there is plenty of reason to back the project. The key to success is to get more people to know about it. I'm afraid the addition of extra rewards will likely do very little to that effect.

Did you purchase any Facebook ads? You can set the price that you want to pay for the ads, which determines the amount of time your ads are placed on the site.

I had to end my Kickstarter for a Humongous Entertainment inspired children's adventure game early because my brother-in-law died in a car accident while the Kickstarter was running, but the Facebook ads did help generate support for the campaign, even though it was for a niche product.


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PostPosted: Fri Oct 13, 2017 6:42 am 
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I can't believe how smooth those animation are, really curious how you're managing them, memory and "engine" wise...

Good luck with the project, I can't wait to get that good DC goodness ;)

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PostPosted: Fri Oct 13, 2017 7:29 am 
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MetaFox: Thanks for the advice, but I have very little faith in online advertising. Yours is the first positive story I've ever heard about it. Also, facebook keeps telling me to advertise in order to reach "more people in South Holland" or similar irrelevant demographics. It doesn't inspire confidence in their targeting algorithms at all.


lerabot: Thanks! Tech talk: I chose to treat the VRAM as an array rather than a heap. This means that each texture must occupy the same number of bytes, and as such they all have have the same dimensions (256x256). That is somewhat limiting, but it makes VRAM management relatively simple and fast. Each texture contains as many sprites as it can fit, but not all textures fit in VRAM at once. But they do all fit in system RAM, in compressed form. So when a certain sprite is needed that isn't in VRAM yet, the corresponding texture is decompressed to the least recently used entry in the VRAM texture array, and Bob's your uncle!

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PostPosted: Fri Oct 20, 2017 11:17 am 
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Hello again!

We've planned a live stream on Kickstarter to help promote Intrepid Izzy (PC/PS4/Dreamcast), and we'd like to welcome you all to tune in!

Image

We'll answer your questions, draw some art (suggestions welcome) and of course play the game.

What will it be like? No idea, it's the first time we've ever done this!

You'll be able to watch it here:
https://www.kickstarter.com/projects/se ... amcast-ps4



(P.S. I hope I got all the times right! Time zones are a pain in the pooper sometimes.)

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