SMJ Q&A Created 11 years ago2013-11-18 17:11:01 UTC by Rimrook Rimrook

Created 11 years ago2013-11-18 17:11:01 UTC by Rimrook Rimrook

Posted 11 years ago2013-11-18 17:11:01 UTC Post #316816
User posted image
Ask anyhting you want and I will try my best to answer your questions. I won't spoil anything though.
Rimrook RimrookSince 2003
Posted 11 years ago2013-11-18 18:23:35 UTC Post #316818
What was the original catalyst to the idea - what made you decide to make SMJ into a game?

What's been the biggest difficulty in making the game?
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-11-18 20:01:50 UTC Post #316819
Your skills are inevitably improved working on a project like this for as long as you have and it must be tempting to constantly rework and tweak early elements with a newer, better skillset. Do you find it hard to actually label things finished?
Archie ArchieGoodbye Moonmen
Posted 11 years ago2013-11-18 22:02:54 UTC Post #316820
Can we expect Oculus support?
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2013-11-18 22:22:06 UTC Post #316821
Dim fer real? lmfao.

I love the 16bit/pixelated look and art style. Why did you choose to stay low-res?
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-11-18 22:38:14 UTC Post #316822
Why did you choose to stay low-res?
Well, given my love of pixel art, he's clearly trying to get into my pants.
Can we expect Oculus support?
Still trying to justify your ridiculous purchase? :P

ANYWAY...

[i]What were your goals when you started working on this project and have they changed since then?[/i]
monster_urby monster_urbyGoldsourcerer
Posted 11 years ago2013-11-18 23:24:15 UTC Post #316823
ANSWER TIME!
What was the original catalyst to the idea - what made you decide to make SMJ into a game?
Essentially it was being able to have the right tools that enabled me to make the game. SMJ started out as a Super Mario World mod but like modding anything, there were some tight limitations. I was watching Stencyl's development for a while, and when it finally released, it was the toolkit I was looking for. This came some years later and I didn't know that SMJ was going to be the game I was going to make. I wanted to play around with Stencyl a little bit so I took some loose pixel art I've done that was inspired by the Super Mario mod. In a short two hours, I had the player character running, jumping, double-jumping, wall-jumping, and shooting. This captivated me instantly to try and make a little game of it. I remember how awesome it made the real Matt Jordan feel that he was starring in a game, so I was going to make a small project of it and just put it out there.
What's been the biggest difficulty in making the game?
Uhm... Finding the time to work on it for starts. The most tedious part of the game is linking the individual levels together. There are 108 playable areas in the game right now and that's only about 15% of the whole. Most of it is still on paper. The hardest part is moving into a new section of the game where the backgrounds, foregrounds, enemies, etc., is all new. There's a lot to accomplish artistically.
Your skills are inevitably improved working on a project like this for as long as you have and it must be tempting to constantly rework and tweak early elements with a newer, better skillset. Do you find it hard to actually label things finished?
I don't think about it that much. Yeah I will tweak a thing here or there, but to redo an area, it's all about how it feels. If the environment portrays enough of the emotion or message to the player that is necessary, then its done. Also, making each area consistant with each other is also something to keep in mind so I do still have to go back and improve some parts of the game. I deem it important because the scope for graphics I have at my disposal is unlimited, so I want to make good use of aesthetic story telling.
Can we expect Oculus support?
If I honestly knew how to support it, I seriously would. With the many layers of background and foreground elements, it would actually look pretty bad-ass.
I love the 16bit/pixelated look and art style. Why did you choose to stay low-res?
As mentioned above, I took some artwork that pre-existed. The 16-bit resolution fit immediately and I simply expanded what I already had, which also dictated the style in which the game would take form. Also, I have noticed that some stencyl games that run at 1x pixel or screen-res doesn't run as smoothly. 2x pixel size runs better and uses less memory. SMJ right now is about 50mb which is surprisingly small considering I do a lot of little specific graphics, sounds, and music.
What were your goals when you started working on this project and have they changed since then?
The goal was to just make a game, just to get one under the belt and stop wanting to be a developer and start being one. Unfortunately my simple idea exploded into something far more involved. The issue of money surfaces from time to time, though I always do my best when I forget about making money with the game. Ultimately I think SMJ will be released for free. That would loosen up the creative process (and any unforeseen legal issues) and make a better experience for everyone, and everyone would be able to play it. The goal has changed from wanting to make a game to wanting to make a good game.
Rimrook RimrookSince 2003
Posted 11 years ago2013-11-19 00:16:01 UTC Post #316826
Another question, will it have USB controller support via remappable keys?
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2013-11-19 00:34:37 UTC Post #316827
Nope. It plays most like a shooter with the mouse and WASD keys.
Rimrook RimrookSince 2003
Posted 11 years ago2013-11-19 04:41:22 UTC Post #316829
i watched the video and it looks a bit like metal slug, but anyway, it does look like it will be pretty good, and if you do decide to make it free, I will try it and record if you want. I just played an old school adventure platformer and realized how much fun this genre can be. Can't live off FPS forever, especially since nowadays fps's are suffering the most from the 'lack of creative process' problem. Ever thought about steam greenlight? There's a 100 dollar fee though.
Posted 11 years ago2013-11-19 09:26:04 UTC Post #316830
Will there be Nintendo Virtual Boy support?
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-11-19 15:19:37 UTC Post #316831
Just for you.
Rimrook RimrookSince 2003
Posted 11 years ago2013-11-22 01:17:26 UTC Post #316842
Did some experimenting and I got controller support for SMJ. :D
Rimrook RimrookSince 2003
Posted 11 years ago2013-11-22 03:17:48 UTC Post #316843
Sweet, so I can play with keyboard or my Logitech gamepad?!
Notewell NotewellGIASFELFEBREHBER
Posted 11 years ago2013-11-22 08:13:57 UTC Post #316845
Yeah... aiming is a bitch at the moment. The problem lies where the aiming with the controller should be as free and flexible as aiming with the mouse. I have some solutions but controller support is partial at best unless I get some killer java scripting done. So its looking like a much later thing than right now, but it's possible nonetheless. It also can conflict with the many new ways players can attack besides shooting fireballs.
Rimrook RimrookSince 2003
Posted 11 years ago2013-11-23 16:26:43 UTC Post #316855
How many easter eggs are there to discover?
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2013-11-24 18:24:52 UTC Post #316868
only the ones that you can see with the Oculus Rift
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-11-25 20:07:24 UTC Post #316876
No oculus support. Forget about it. Controller support is as far as I can go.

What's up with you guys and your over-frivolous stuff?
Rimrook RimrookSince 2003
Posted 11 years ago2013-11-25 20:18:57 UTC Post #316877
We expected a lot from you, Rim. A lot.

I think I can collectively say that we're all a bit disappointed with you.
Dimbeak DimbeakRotten Bastard
Posted 11 years ago2013-11-26 00:22:22 UTC Post #316881
Yep. Every single one of us who also owns an Oculus Rift is disappointed with you. Also, those of us like it in the bum.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 11 years ago2013-11-26 11:16:30 UTC Post #316887
Aka just TJB for the latter part.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2013-11-26 16:19:40 UTC Post #316892
I don't even have an occulus to test this stuff. If one of you would like to send me one, that would be great.

Its a bit unanimous with controller support. I told some people about it and they said they didn't like the mouse-shooter setup but would play it if it was on a controller.
Rimrook RimrookSince 2003
Posted 11 years ago2013-11-26 16:54:38 UTC Post #316893
Rimmie, you're getting silly with your old-age.

They are taking the piss with the occulus questions.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-11-26 17:25:16 UTC Post #316894
We've known eachother for years. Don't you think that if I could, I would? Yes I know their bullshitting me, but if I got Occulus Rift support, it would certainly be a unique experience being a 2D platformer. Never say never...

Eventually I need to write a new article...
Rimrook RimrookSince 2003
Posted 10 years ago2013-11-26 21:32:43 UTC Post #316899
THIS JUST IN! Rimrook confirms that oculus support is a definite future possibility!

On a more serious note.
What's your image editor of choice, and how much math have you needed to use for all the programming?
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2013-11-26 21:59:47 UTC Post #316900
Photoshop of course, combined with some flash for animation composing.

As far as mathness in the programming, I didn't need much at first, but the more I got into the AI and advanced player controls, I think I've learned enough algebra to pass high school.

I just finished a draft of the controller set up. Its good enough for now but will need an update hopefully before the final release.
Rimrook RimrookSince 2003
Posted 10 years ago2013-11-27 11:05:52 UTC Post #316902
When the game is finished, around how long do you think a playthrough would last?

And Joe, don't be silly. I don't have an Oculus Rift.
You're spot on with me liking it in the bum though. ;)
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 10 years ago2013-11-27 15:39:31 UTC Post #316904
I don't know how long the game will be. I'm sitting at over an hour per chapter, and there are 10 chapters. Could very well be a long game...
Rimrook RimrookSince 2003
Posted 10 years ago2013-11-30 08:43:35 UTC Post #316914
Who's the black guy?
Stojke StojkeUnreal
Posted 10 years ago2013-11-30 14:57:21 UTC Post #316916
That's chocolate rimrook. Its been a running joke. He shows up in the shop in a 1 in 30 chance when you enter. I rarely see him when testing but he does show up.
Rimrook RimrookSince 2003
Posted 10 years ago2013-11-30 15:39:58 UTC Post #316917
Does he sell illegal stuff?
Stojke StojkeUnreal
Posted 10 years ago2013-12-01 17:20:02 UTC Post #316925
That's racist. :o
Rimrook RimrookSince 2003
Posted 10 years ago2013-12-02 09:01:39 UTC Post #316943
But black people are so cool :o
User posted image
Stojke StojkeUnreal
You must be logged in to post a response.