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Games Like Starblade For Mac

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by guyblogciphi1986 2020. 1. 25. 03:56

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Games Like Starblade For Mac

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(After consulting with Crow’s assistant, Becky.) We decided on the date January 23rd. Nefarious has a lot to explore and we couldn’t help but create additional content and even include a few stretch goals. This gives us the time we need to finish up, and some additional time for polishing the entire experience.

And it lines up with the date Pax South usually falls on, and we do love Pax around here. All in all, I can’t wait for you guys to play it. Thanks to your contributions we’ve managed to put together a game that I love. We’ve met a few backers at various conventions, and so far they’ve also given their seal of approval after playing. So drop by and give it a follow.

Below is a taste of some of the new goodies you’ll come across there. The History of Nefarious Nefarious has been through a lot of iterations dating back from the time the idea was first conceived. It was the late 2000′s. 2007 I believe. When a younger me was goofing off at work and playing a fun little flash game about controlling a mouse cursor and making your way through a dungeon.

Concepts It was fun! But I couldn’t help but wonder what it would look like with better graphics and expanded gameplay.

That’s when I cooked up the very first concepts for a cool looking game that combined this medieval aesthetic with modern technology. Originally Crow was the villain. The actual villain, and the player took on the role of Mack. The typical hero. It began as a thought exercise.

There are games about being a villain, but very few that really effect the gameplay. It’s usually a story device. So what would a game about inverting the rescue the princess trope be like? How does being a villain inform game mechanics? That’s where we arrived at the idea of kidnapping a princess every level as the primary objective and the different ways that the princesses altered the game. Though we were still finding our footing and playing around with styles. As seen below we have our early check point system.

A kindly coffee kiosk (dark roast, of course) That would replenish your health and save your progress. The Villain Museum (.Did you know we have a? You’ll get to see a lot of screenshots and art that don’t make the updates if you give it a like.) (If Facebook isn’t your thing. We’re also on.) Today’s post comes with a special sneak peak at some additional content. This stage rest outside the games primary levels. I’ve been calling it a “lore level” because it’s less about kidnapping and action, and more about just learning a little more about the world of Nefarious.

It features exhibits from each land and goes a little more into the background of some of the princesses and their kingdoms. And there are plenty more little secrets to be discovered during this pit stop from the main adventure. Wanted to also take a moment to give a huge thanks for Cyphacon! First, for inviting me as a guest of your lovely convention. Second, for being extra attentive and making sure the Nefarious booth got everything it needed in order to fully show off the game. We demoed Ariella’s stage during the show and overall I considered it a big hit. I even got to meet a few backers which is always awesome.

PaxSouth was our first time exhibiting a playable demo of our game, Nefarious, the game where you get to play a bad guy, and your objective on each stage is to kidnap a princess. The booth was graciously provided by our incubator program Level up Labs.

The event was overall immensly positive. I had feared going into the exhibit that the days would be marked with our team sitting around as our game went unplayed.

What we weren’t prepared for however, was a queue of people that wanted to play the game that seemed to never end until the expo hall closed. Here are some of the top mistakes we made and what others can learn from our experience. We weren’t prepared for success. This was by far the biggest problem. We didn’t know what the turn out would be, though we expected it to be big. What we didn’t expect was that it was going to break the record for the biggest turn out for a first year pax.1 So there was a combination of large audience, plus a lot of people really liked our game! This was the root of our problem because it branches out to create the other obstacles we faced.

There was no limit on play time. This ended up being a big problem. People didn’t want to put our game down. Throughout Nefarious we have various small goals the player can accomplish before they set out to complete the next. First, reach the princess. Second, escape with her. Third, thwart a hero.

It was a basic three act structure that was really keeping people motivated to keep going. Once you couple that with the fact that our game is fairly difficult; it was taking the average player thirty minutes to beat a stage. This wasn’t working. That meant someone would have to stay in line for an hour if two people were ahead of them.

This caused a lot of people to wait and watch, but ultimately leave. We needed to get the average play time down to five to ten minutes tops. What could we do to fix this? We discussed adding a timer that gave them an allotted time to beat the level.

But then we decided what would work best is a convention only three-life system. That way it would let the player dictate the pace without adding an imposing restriction. If they died, they would feel like it was their own fault instead of being something they had no control over. We only brought one station to play at.

We thought a single station would be enough. But, during the convention I kept thinking how awesome it would be if we could accomodate more than a single player at a time. The math would add up really quickly. If we got our average play time down to five or ten minutes, with two stations; We wouldn’t have had nearly as many people who had to wait in line and ultimately step out due to the length of play time. Simple fix, just set up a second place to play.

We didn’t bring water and cough drops. You should have an elevator pitch for your game but the preparation doesn’t stop there. You need to be ready for the ordeal of giving that pitch to hundreds of people in a loud room with a lot of background noise and what it will do to you. It will take its’ toll on your speaking apparatus. Water at conventions is pricey. (3$ a pop) And you will go through it very quickly. Bring your own twelve pack of water and keep it under the table and nurse it throughout the entire convention and pop cough drops as neccesary.

By the second day your mouth will feel like the Sahara. That’s when we went out and got our own water so we wouldn’t be at the mercy of the nearby concession stand. But we should have had it on day one. We didn’t bring enough business cards.

Foolishly, I thought one hundred cards was enough. That was a mistake. We ran out of cards near the beginning of the second day. We met tons of other exhibitors, press, streamers and even just fans who wanted to stay in touch. And it really bites to meet that exhibitor or streamer you’re a fan of, and you have nothing to give them except a scrap of paper with your email hastily written onto it with a pen.

I now believe the magic number of cards needed is five hundred. With that many cards, we could have some left over when the convention is over. Then when we replenish for the next show, we’ll need to buy a little less. So long as your stock hovers around that number I think you’re well prepared for the convention. What did we get right? We had a polished game experience.

Nefarious is by no means complete. At the time of this writing we’ve only begun development three and a half months ago. Considering our illustrated backgrounds and classically animated characters, it takes a while to get things done.

So Instead of getting a quanity of multiple stages, we focused on the quality of a single stage and tried to ensure the complete experience could be found there. It was our vertical slice, and our goal was to make it appear as though we took a section out of what must be a completed game.

This sometimes meant creating the illusion that a system was completely implemented. When in reality our goal was to simply show what we wanted to do. Such as our grading system for how well someone does in a stage. It kept track of how long it took to get through a level, how many times the player had to respawn.

It just didn’t store it anywhere. This is fine for conventions, since these players don’t necessarily care whether their run-time was recorded. They just want to see what the game is all about, what it does and how it plays.

Logistically, we were prepared. Theres a lot of little things that can go wrong with your booth space and we had answers for almost all of it. We had a box that had everything we could possibly need to not only make sure our presentation was up to snuff, but also allowed us to be good neighbors with our boothmates and nearby exhibitors if they needed anything. Suction cup hooks, sharpies, vinyl rope, zip ties, duct tape, bobby pins, scissors, tylenol, and tums. We had all the basics.

If someones sign fell down? Duct tape and zip-tie it back into place. Someone need an impromptu sign? Sharpies, scissors and duct tape. Have a headache from that PAX day one after party?

We also brought ample snacks so we could stay where we wanted to be (at our booth) longer before needing to go to lunch. Though I found there was precious little time to sit down and eat. We had a large banner featuring our art. This one might seem obvious, but I saw a few exhibitors who didn’t have a banner to give people passing by an impression on their game. They only had a laptop and a controller. We received several comments from people that they saw our banner and liked the art. It created curiosity and gave a very brief impression on what sort of game it was.

I think having some kind of banner should be an absolute must-have. It also helps make your booth look less sterile, and more inviting. Even with all the people who didn’t get to play because of long play-times, they at least got to see our banner.

So hopefully when they see it again, they’ll recognize it as a game they wanted to check out at Pax. As you can see below, we made sure to make it elevated. So others could see it above the crowd. We had a way to let people know about our game later. We took down email addresses of everyone who seemed interested in the game.

This was invaluable. With such a tight budget (50,000 from our Kickstarter) nearly all of our funds go into development rather than advertising.

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So it’s very important for us to have a method of directly contacting our fans when we’re a little closer to launching our full title. A lot of people have this belief that they’ll just happen to run across your game when it launches; but since you probably aren’t EA or Valve, they have to count on randomly checking steam on the day you happen to launch and show up under new releases. That just isn’t likely to happen, so really stress the importance of getting the email, while keeping them at ease that you won’t spam them. (And then follow up by making sure you actually don’t spam them.) We recorded our emails with old-fashion clipboard and paper. But for future conventions we will mostly certainly get a security cord for a tablet device and let people enter their email digitally. This would have saved us hours of transcribing several hundreds of emails with varying degrees of legibility. Spending money to save time is almost always a worthwhile investment.

We networked with other exhibitors. Pax was unique for us in a few ways.

We were excited to hear our Kickstarter mates were also exhibiting. Game projects who ran their Kickstarters at the exact same time as us, that we had some cross-promotion with. We had all achieved our funding, and it was awesome to see each others games and attach faces and names to those projects.

We’ve taken to calling ourselves the Kickstarter Graduating Class of 2014. (Much love to Tadpole Treble, Road Redemption, Hive Jump and Adventures of Pip.) But we also networked with other studios. Many of which who are perfectly willing to share the contact info of their contractors, voice actors, artist, programmers. Therefore increasing the pool of talent you have easy access to. Also it’s just a great way to make like-minded friends.

In Conclusion So there you have our five things we did right and wrong at PaxSouth. We hope that if you are preparing to exhibit your indie game, that our list has been of use to you and perhaps illuminated an aspect of your set up you haven’t considered. And I would be remiss if I didn’t tell you a little about our project for those who stuck it out the entire article. Nefarious is the game about being a villain.

Your goal in each stage is to kidnap a princess, and thwart a hero. Each princess has a different effect on your movement in some way. At the end of each stage we have what we call reverse boss fights. Where instead of being the small hero fighting a big guy who takes up the entire screen.

You become the guy who takes up the entire screen trying to squash a little hero. At its’ core it’s about inverting the ‘rescue the princess’ trope.

But at the same time, dissecting it, and really taking a closer look at it. It was funded on Kickstarter at the beginning of October with a goal of $50,000 and has already been greenlit on steam.

Our goal is to have it available for PC, Mac, Linux and Wii U at launch. Our website can be viewed at where we have a press-kit, updates and options for those who may want to snag our last few Kickstarter exclusive rewards. Thank you for your time. Written by Josh Hano is the project lead, animator and illustrator on Nefarious. Email:.

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Twitter: 1. Development Update Under normal circumstances, Crow may be out there stealing Christmas, like every good bad guy should. Luckily for us, he’s far too busy trying to escape with Princess Apoidea. As the year wraps up, we are also in the process of wrapping up the Insektia Kingdom level. An important milestone as getting here required implementation of a lot of global systems we can use in other levels. We also wanted to leave you with this preview gif of this levels reverse boss fight. Before you can away with Apoidea, her kingdoms designated hero shows up to try and stop you.

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And here we decided, every good villain needs a flying pod. Preferably with a giant wrecking ball attached. You Are The Villain “Dreams of greatness swirl through my mind as I climb in to the hulking machinery I’ve equipped. Now is my time to take control. I am smarter, faster, and stronger than any of the heroes who would stop me, and I will destroy any who try. This is my time.

I am Crow.” In Nefarious, Crow can do something you know you’ve always wanted to He can take control of boss fights. Heroes will try to stop you, they will hop and jump about.

They will shoot bullets, bombs, and thrust their swords at you, so be prepared. In the most challenging part of the game, we’re incredibly excited to show you the first boss fight, the Bombineer. The Bombineer is a hero who like many heroes, is out to rescue the princess. He lives and dies by his explosives and will not hesitate to throw them right at the fragile glass-encased headwear our villain loves.

But fret not, for Crow’s mechanical monstrosity is equipped with highly explosive fists of fury. Rain down the terror of flames upon the heroes, and bring the princess back to your lair. Getting hit by bombs is no good, Crow needs to protect himself by ducking, dodging, and running out of harms way. In the past, heroes have prevailed.

But today, they will not This is Nefarious, and you are the villain.

Click to expand.All current Blizzard games should run fine (starcraft 2, diablo 3, wow), all current valve games should run fine (portal 2, left 4 dead 2, Team fortress 2 (free by the way),etc). Stuff from Aspyr and Ferral available in the app store should work fine though some ports are crappy (civ 5 for example, though recent patches were suppose to improve things).

Starcraft 1 won't work. It's troubling that starcraft 2 isn't working for you. What seems to be happening, what are your system specs?

Try downloading the 1.5 beta as a test, as performance is greatly improved. Lion drivers are better/newer than snow leopard so modern games will run better/require lion. Snow leopards drivers will never be updated. Lions drivers will never be updated once mountain lion comes out, its the way apple releases drivers for better or worse. THat's why it's not recommended you downgrade. Are you running 10.7.4?

Try reinstalling the combo update: close apps if you have a bunch open before playing games. Restart you computer before playing games if you leave it on all the time. Starcraft 2 should work better on lion then snow leopard so there's likely something wrong in your software. And this is much better than the IGN link.

Click to expand.Blizzard games all rely on Battle.net. That being said, if you have a valid Battle.net account, and you have valid product keys, you can download Mac specific clients for ANYTHING BLIZZARD MAKES. Compatibility problems solved, to the highest order.

I bought StarCraft when it first hit the shelves back in 1998. When I got my nice shiny new iMac in 2010, I logged onto Battle.net, put in my StarCraft product key, Bam! Starcraft and Broodwars, OS X client, downloaded, installed, runs better than ever. Same went for WarCraft III and it's expansion. Blizzard games all rely on Battle.net. That being said, if you have a valid Battle.net account, and you have valid product keys, you can download Mac specific clients for ANYTHING BLIZZARD MAKES.

Compatibility problems solved, to the highest order. I bought StarCraft when it first hit the shelves back in 1998. When I got my nice shiny new iMac in 2010, I logged onto Battle.net, put in my StarCraft product key, Bam! Starcraft and Broodwars, OS X client, downloaded, installed, runs better than ever.

Same went for WarCraft III and it's expansion. Blizzard games all rely on Battle.net.

That being said, if you have a valid Battle.net account, and you have valid product keys, you can download Mac specific clients for ANYTHING BLIZZARD MAKES. Compatibility problems solved, to the highest order. I bought StarCraft when it first hit the shelves back in 1998. When I got my nice shiny new iMac in 2010, I logged onto Battle.net, put in my StarCraft product key, Bam! Starcraft and Broodwars, OS X client, downloaded, installed, runs better than ever. Same went for WarCraft III and it's expansion.

Irony Well, after my recent upgrade to Lion, I have taken stock of all the software I have collected on my Mac for the last two years, and have come to the conclusion that I can run just about everything made for any system, OS, or game console that I could on Snow Leopard. Except for software made for the PowerPC macs.

So, to be clear, on my Mac, I can run old DOS, Windows, Nintendo, Sega, Atari, and Commodore programs fine. I just can't run old Mac programs.

It would be pointless to ask why, but I can't resist. Everything ran fine under Snow Leopard. What was the give that resulted in this take?

Well, after my recent upgrade to Lion, I have taken stock of all the software I have collected on my Mac for the last two years, and have come to the conclusion that I can run just about everything made for any system, OS, or game console that I could on Snow Leopard. Except for software made for the PowerPC macs. So, to be clear, on my Mac, I can run old DOS, Windows, Nintendo, Sega, Atari, and Commodore programs fine. I just can't run old Mac programs. It would be pointless to ask why, but I can't resist.

Everything ran fine under Snow Leopard. What was the give that resulted in this take?

Just glancing at my Games folder in Launcher, I am running OS X Lion 10.7.4 App Store GTA3 and Vice City COD4 (after copying PB fix file) Angry Birds Space LEGO Star Wars Complete Saga (PS3 controller compatible) Modern Combat Domination Red Crucible 2 Bubble Shootix Asphalt 6 Elsewhere Minecraft Portal 2 (Steam) Team Fortress 2 (Steam) Mari0 I'm about to download Civ V from Steam as well, just haven't gotten around to it yet, its a pretty hefty file. Portal 1 says it'll also work, but I haven't downloaded that one either.

I like Portal 2 better. I'm kinda bummed that BF3 and every COD game after 4 completely ignored the Mac. I'm a huge BF3 fan, however I'm away on deployment. I would have loved to play some BF3 on my MBP while away but no dice (pun intended, lol).

COD4 does give me my FPS-fix a little bit. Windows is designed to be virtualised and old console games are simplistic enough to emulate (remember than emulators are coded by hobbyists, not corporations). Comparing both of those to Rosetta doesn't really fit. Rosetta requires a lot of resources just to keep it running on the latest version of OS X, clearly Apple didn't think it's worth it any more.

Games Like Starblade For Mac

It was a stop-gap product anyway. They also probably wanted to ween less-informed customers off programs running under emulation when native binaries may already exist. Click to expand.Yeah, I'm over it. Just kinda shocked when stuff that used to work on this computer no longer work on this computer because I did an incremental OS upgrade. Like taking my truck into a Ford dealer for a recall installation then being told I'm no longer permitted to drive on I-95. And as far as the 'resources' for Rosetta. These programs, when they were written, didn't have the error message 'Can't run because PowerPC apps no longer supported' coded into them.

That means that the current OS is making the determination when attempting to launch the binary, then displaying the error. Meaning, that instead of displaying an error, the OS could launch a virtual machine under the hood capable of supporting the environment, that would cease when the program closed.

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No burden, no extra 'resources' being used. Because I like I-95. Yeah, I'm over it. Just kinda shocked when stuff that used to work on this computer no longer work on this computer because I did an incremental OS upgrade. Like taking my truck into a Ford dealer for a recall installation then being told I'm no longer permitted to drive on I-95. And as far as the 'resources' for Rosetta. These programs, when they were written, didn't have the error message 'Can't run because PowerPC apps no longer supported' coded into them.

That means that the current OS is making the determination when attempting to launch the binary, then displaying the error. Meaning, that instead of displaying an error, the OS could launch a virtual machine under the hood capable of supporting the environment, that would cease when the program closed. No burden, no extra 'resources' being used. Because I like I-95. Click to expand.Well, on my 2009 iMac, I never saw the issues you mentioned.

But like I said, I'm over it. I completed cleaning out all the stuff that won't run under Lion, and a lot of other programs I wasn't using either. Cleaned house. I got into a 'collection mode' with this old stuff. Never really used it, but liked the idea that I could. I primarily bought this computer to write programs for the iPhone, and have just recently gotten serious about doing this. The fewer distractions the better.

StarCraft II still rocks, and I love those Humble Bundles. And I am amazed at how well Portal 2 runs, just picked it up, and it's incredible.

Games Like Starblade For Mac