Night Game: Title and Menu

The Title and Menu universe was changed to Appendix, and a new level can be found there which should appear before the game's ending is played. The ***** level now features background sounds, and the next thing on my to-do list is to record city noises at night time for the new level.

PAX 2009: Go Play Cave Story This Weekend!

If you're one of the few thousand people lucky enough to have tickets to PAX be sure to go play Cave Story on Wii! Tell us what you think when you're done, too. We'll have a nice update tomorrow for all you CS fans. \(* ^ _^)/

Nightly Updates

I hope you've enjoyed all the Night Game updates so far. Mike, Nicklas and myself have been doing our best to put everything together for Night Game. We want to give fans a bit of a preview on what goes on over on this side of the screen and what gets done, changed and fixed as we move towards a finished game. With that said, you've ...

Night Game: Appendix and Debug

Minor level bugs fixed, new Appendix level intended for testing the game controls - as there will be multiple button layouts, it's good having quick access to a test level where all the possible functions can be used .

Night Game: Objects 2!

One more animated object (the Light one) was removed in favour for static ones that uses the existing features and doesn't need any extra coding/scripting :) Some other level optimizations were added too.

Night Game: Objects

A sprite sheet is included of every object now, in addition to the animation frame split up into different files! To save space, I've started to remove 'scriptable' objects that can easily be represented by normal PreDef ones with the simple sine rotation property. It looks the same, but involves less work for Mike's side (unlike with ...

Night Game: Tutorial Complete!

The Mountains world now contains a full tutorial, but the text will need to be replaced with the final, edited English text, and descriptions of how to play the game on a Wii. I've merged NiffWorld and ExpWorld into a single universe now, but that doesn't require any engine changes.

Night Game: So Secretive!

All hidden 12 ***** *** are now marked on the level selection screen as ** * **** ******. When you locate a hidden ******, the mark changes into an * on the level selection screen. **** ** **** are now also required to pass certain checkpoints at the **** ****** **. At this point, I'm the levels and secrets are pretty much complete.

Night Game: Music Integration

Here is a quick status on audio: We've have been doing the basic audio work on the PC where it's faster. We've not gone to the extreme of hooking up DirectSound to actually play the audio data, but it is useful to work out the logic of managing the tracks and the decoding of data on the PC. So far, we've have hooked up the Ogg Vorbis d...

Night Game: Music Engine

Hey, I improved music playback features. The balance between when songs are played is much improved. See Engine Info 3 for more details. Also, the music engine was modified to work according to Chris' description.

Night Game: More Fixes

More 'Normal' level improvements. In this version, you can also locate 12 ****** *** ** that gives you ******, that will later unlock ***** **** *******. The location of the **** ** **** is specified in *** ***** ****, and as it's for *** ******** ******, finding them is sometimes pretty hard. Many levels in the 'Normal' mode has been ...

Making Night Game: Part 1 Prototyping

Bork! Nifflas here! So basically, during the time I've spent working on the Night Game project and even during the new unknown Q project I've been busy. While Mike created the new Night Game Wii engine, I've been in touch with Clickteam a lot about various things. I prototyped both Night Game and Q in Clickteam's Multimedia Fusion 2. ...

Night Game: Ara's Areas

I've edit Ara's areas to work better with what I think is consistent for the game, and changed some of the puzzles and graphics. They are included in this beta, under the Mountains, Plains, Ruins, Factory, and Cave worlds. It's by the way area eight in Ruins, it doesn't have an Ara level ****** there. I had to add a new physical parame...