VA-11 HALL-A soundtrack - There’s More To Come!
There were many reasons we jumped ships from Ren’Py to Game Maker. First it was because Ysbryd required us to be able to deploy for iOS, then it was because we had a chance to get the game on PS Vita, and finally, it was because we hit a technical ceiling of sorts in Ren’Py (The drag n drop function can be buggy as hell and we’ve received reports of a game-freezing bug we thought we fixed for the Prologue because of it).
This change hasn’t been easy though, and by not being easy I mean I cry myself to sleep every night. The problem was not the mixing of drinks itself (We solved that one in about a week), but rather, the dialog system (And the saving system… and the jukebox, but that’s another story). I think that with enough time, I might be able to make my own dialog system for VNs, but the problem is, WE HAVE NO TIME. We need to get this shit done as soon as possible.
After some research (Read: Google) I stumbled upon Nacho_Chicken’s Dynamic Textbox Engine on the new Game Maker Marketplace (Let’s not speak about the hell that is trying to direct download something with third-world internet). My thoughts on it (If you’re thinking on making a Visual Novel in Game Maker) after the break.
Have you ever thought “Hey! this game would be really nice in my fancy PS Vita!” — well, you’re in luck! VA-11 HALL-A is going PS Vita thanks to the folks at Wolfgame who will take care of the port shenanigans.
More details to come soon but what I can say right now is that we are going to take advantage of some of the Vita hardware for super cool (and optional) bartending gimmicks and features exclusive to this version.
Update on our announcement!
There seems to be some confusion about the nature of VA-11 Hall-A for PlayStation Vita.
The game will be native and support trophies, live area, the works.
VA-11 Hall-A is Vita native!!!
So I guess the cat is out of the bag.
We’re making a story-based twin-stick shooter called “Gunpop”.
This was previously called “Mai Justice” before being shelved in 2012.
I’m now comfortable tackling this game since I’ve had some time away from it to think about it. It’s really scary still because of how important this thing is to me.
Right now we’re building a prototype to send out in order to get funding for this project. If that doesn’t go according to plan, we’ll take it to Kickstarter.
For now I’d like to avoid crowd-funding for this game if I can. It’s a very personal thing to me, and it’s my baby. Crowd-funding can be scary about “contributor agency”.
I hope you look forward to playing whatever weird little experiments I publish here and in the TIGsource devlog.
Thank you everyone, and I’m glad you are interested in my game.
We now publish games on all consoles! We’ve just started this initiative last week, so we have some basic requirements. We do all of the porting, and will work with you to make sure your game is up to your standards on the new hardware. Here are our basic specs!
- Your game should be either Unity or Game Maker. They don’t HAVE to be, but it’s very helpful right now. It makes the whole process a lot smoother for us.
- We offer PS4, Vita, Wii-U, and Xbox One publishing. Not every game is a fit for every platform, so we’ll talk about where we think your game is best suited!
- We take a small cut off the top for the porting and publishing process. Depending on the scale and complexity of the project, this can change.
Send an email to firstname.lastname@example.org, and let’s talk!
We are working on a little game called PlayStation All-Stars 2
We’re also happy to announce that Noah Sasso of Bara Bari Ball fame is coming on as a guest designer.
We’ll have news, screenshots and a trailer to release on 4/2/2014.
Keep your eyes on The PlayStation Blog!
We’d like to announce our first character! The lovable weirdo, Teddie!
[this was an april fools joke y’all]