Yes! my first Indie game...

Community Forums/Showcase/Yes! my first Indie game...

Arowx(Posted 2008) [#1]
I've finally completed and launched my first Indie game!



Qbix - It's a very brightly coloured cube rolling puzzle game and I have launched it for Windows and it's just been transfered to Mac as Well!

Hope you like it, I am thinking of giving it a make over once I have fully launched the initial Mac version!

The Mac (Intel) demo version is here I had some help from Brucey getting it to work out of the mountable .dmg file! ;0)

Anyway I'm keen to get any and all feedback on the game, it's taken a lot longer and been quite a bit tougher than I thought to get it here!

I just need to figure out how to sell it now!

Regards

Merx


ford escort(Posted 2008) [#2]
impossible to have any download working from the web site...
either on IE7 or firefox


GfK(Posted 2008) [#3]
Yep, none of the buttons on your site work.

That aside, I didn't like the fact that the download button doesn't even say "download" on it until you put the mouse on top of it.


big10p(Posted 2008) [#4]
.


stayne(Posted 2008) [#5]
Congratulations Merx :)


Arowx(Posted 2008) [#6]
Apologies!

Now at least the demo versions should work!

Qbix Web Page

The button's have had to shrink to allow for the Mac and Windows options not sure how I would indicate download!?

These links should take you directly to the demo downloads:
Qbix Demo - Mac Intel Version
Qbix Demo - Windows Version

The joy's of html! ;o)


Grey Alien(Posted 2008) [#7]
Congrats on the game release. Haven't we seen this before though?


GfK(Posted 2008) [#8]
I still think the site needs a design improvement. If you're having to abbreviate stuff so that it fits, its a problem. Also, why write "Game" instead of "Buy"? "Buy" is shorter!

The "buy" button is what you most want people to click on, so at least write "buy" on it!


Arowx(Posted 2008) [#9]
Cheers Gery Alien!

Yes, it was close to completion a few months ago but, life is what happens to you while your planning other things!

This version should run faster, and work on the Mac.

Not to mention a few other minor bug fixes!

And this is the first release version!


Arowx(Posted 2008) [#10]
Hi Gfk,

So if the buttons went Buy! -> Game! and Free! -> Demo!
would that be better?


Sauer(Posted 2008) [#11]
Saw the video in the link of the gallery post, thought it looked like a cool game. Good work!


MGE(Posted 2008) [#12]
Ran strange on my dev pc. (2.9 celeron, intel 828 gpu, 512mb)

At first it runs very, very choppy. But still playable. Then once in a while it plays alot smoother and then goes back to being choppy. It almost looks like the timing code is trying to do something to smooth things out but is messing up once in a while?

Cool game!


GfK(Posted 2008) [#13]
Hi Gfk,

So if the buttons went Buy! -> Game! and Free! -> Demo!
would that be better?
Personally i'd expect their default states to show "Buy" and "Demo".


Arowx(Posted 2008) [#14]
Hi MGE, cheers for trying the game!

I'll look into the timing code issue and see if I can simulate this with some artificial delays!

Could I just check:
Have you tried the game with no other programs running?
If you pop up the task manager ...
What is your systems cpu usage during play?
What is your systems memory usage during play?
How much memory does your Intel 828 Gpu have?
Do you have the latest drivers for your gpu?

Regards

Merx


MGE(Posted 2008) [#15]
>>Have you tried the game with no other programs running?
Yes.

>>If you pop up the task manager ...
>>What is your systems cpu usage during play? -
Non active: 10-22
Active: Flucuates depending on render needs. 50-99

>>What is your systems memory usage during play?
Mem usage saying around 106mb.

>>How much memory does your Intel 828 Gpu have?
Shared Memory up to 64mb.

>>Do you have the latest drivers for your gpu?
Yep. But, the gpu is a few years old now.

With FRAPS on the game never runs any faster than 30fps. When I played it this time it does indeed seem to fluctuate but I noticed the FRAPS frame rate stayed at 30 when the on screen movement went a bit coarse. That's why I'm "guessing" it could be related to the logic timing code. But really... none of this is a show stopper, so I wouldn't worry too much about it to be honest. ;)


Geehawk(Posted 2008) [#16]
I remember this from before.

Had a play and find it very hard to see whats going on. Something in the style of the cubes does not mak it obvious IMO as to what colour is going to come up next. mabye just too much colour going on?

When you do match the 'explosion' take too long to vanish and hold up gameplay.

Also when rolling the cubes the game frequently chooses a route for you that prevents you rolling the colour you want. i.e I wanted to roll one place right in the path, but instead of allowing that the program took me back one place, then right one then down one. I ended up on the same square but not with the colour I wanted if it had just let me roll one right?????
This happened a lot, and ruined the feel completely, as well as making it a whole lot harder.

In general I found the control system a bit cumbersome. I would rather have just chose a block to move and used the cursor keys to roll it one space at a time rather than plotting out a path.

I also found the animated logo in the bottom left distracting.

I think it could be good, but needs more work IMO to make it nicely playable.

EDIT: Just went in to have another try, and this time I click start and get no blocks displayed, just a blank board?? The time is ticking down & I can hit ESC and get the option to quit.


Arowx(Posted 2008) [#17]
Hi Cheers Geehawk,

You can drag the cubes by pressing the left mouse button and holding it on the cube to move, then draw the path you want the cube to take, releasing the mouse button when you have the cube at it's desired location!

This mode of movement also allows you to pick up additional blocks on the way!

So I need to:

1. Speed up the explosions, reduce their size, increase their alpha.
2. Improve the help to hightlight the drag control option.
3. Add keyboard support.
4. Slow down/reduce impact of animated logo.
5. Improve simple 'click move click' AI to try and match colours of adjacent blocks.

So with the empty start did this happens from a restart of the game or where you in the middle of a game?

Thanks again for the feedback,

Regards

Merx


Geehawk(Posted 2008) [#18]
The empty start happened when I restarted the program.
IIRC I went into player first, reailised that was the wrong option, so just hit enter, and chose start instead.


Arowx(Posted 2008) [#19]
Wow! I submitted Qbix to apple.com downloads yesterday and it's on already...

Here

Now where was I, yep I still need to polish it up some more so it's amazingly playable then revamp the website for usablity and seach engine optimisation...


Arowx(Posted 2008) [#20]
First review of Qbix on Bytten

It scored 54% not bad for my first real indie game!

You can see the review here

Thanks for the help and advice, now I just need that work out how to get that extra 45% (no game is 100%)!


MGE(Posted 2008) [#21]
"Now where was I, yep I still need to polish it up some more so it's amazingly playable then revamp the website for usablity and seach engine optimisation... "

What about portals? BGF or Reflexive?


Arowx(Posted 2008) [#22]
Applied to Big Fish (BGF?) and Reflexive no news yet, fingers crossed!

MGE when do you expect to release you FX enigne? ;o)