
{"id":624,"date":"2012-09-08T13:19:04","date_gmt":"2012-09-08T11:19:04","guid":{"rendered":"http:\/\/matosimi.websupport.sk\/atari\/?p=624"},"modified":"2021-03-14T22:38:00","modified_gmt":"2021-03-14T21:38:00","slug":"ridiculous-reality-teaser-pokec","status":"publish","type":"post","link":"http:\/\/matosimi.websupport.sk\/atari\/2012\/09\/ridiculous-reality-teaser-pokec\/","title":{"rendered":"Ridiculous Reality (teaser + pokec)"},"content":{"rendered":"<p>Ridiculous Reality je nov\u00e1 hra, ktor\u00fa som spr\u00e1\u0161il pre Abbuc Software Contest 2012. Ide o arcade puzzle platformovku, kde ste v roli hrdinu, ktor\u00fd sa nach\u00e1dza vo svete, ktor\u00fd dok\u00e1\u017ee on s\u00e1m ovl\u00e1da\u0165.<\/p>\n<p><!--more--><\/p>\n<p>Znie to celkom zvl\u00e1\u0161tne, no je to naozaj jednoduch\u00e9. Sta\u010d\u00ed pozbiera\u0165 v\u0161etky k\u013e\u00fa\u010de a cez dvere prejs\u0165 do nasledovn\u00e9ho levelu. Pravidl\u00e1 s\u00fa \u013eahko pochopite\u013en\u00e9 z nasledovn\u00e9ho videa:<\/p>\n<p><iframe loading=\"lazy\" src=\"http:\/\/www.youtube.com\/embed\/_zFygk-PuDE?feature=player_detailpage\" frameborder=\"0\" width=\"480\" height=\"360\"><\/iframe><\/p>\n<p>Hra je moment\u00e1lne odoslan\u00e1 do Abbuc-u a tipujem, \u017ee tak o 2 mesiace zist\u00edm na akom mieste sa v tohtoro\u010dnej s\u00fa\u0165a\u017ei umiestnila. Release hry rob\u00ed Abbuc, tak\u017ee k\u00fdm si hru zahr\u00e1te, mus\u00edte si po\u010dka\u0165 tie 2 supern\u00e9 mesiace. (Jedine, \u017ee by ste boli \u010dlenmi Abbuc a mohli sa z\u00fa\u010dastni\u0165 hlasovania o najlep\u0161iu hru, preto\u017ee Abbuc zasiela v\u0161etky s\u00fa\u0165a\u017en\u00e9 pr\u00edspevky svojim \u010dlenom).<\/p>\n<p>Ke\u010f\u017ee si teda hru nezahr\u00e1te, pust\u00edm sa do kr\u00e1tkeho pr\u00edbehu, ako t\u00e1to hra vlastne vznikla.<\/p>\n<p>Bolo to niekedy v roku 2010, ke\u010f som na webe objavil hru Continuity (<a title=\"www.continuitygame.com\" href=\"http:\/\/www.continuitygame.com\">www.continuitygame.com<\/a>). Hern\u00e1 idea sa mi ve\u013emi p\u00e1\u010dila a povedal som si, \u017ee sk\u00fasim naprogramova\u0165 nejak\u00fd koncept, \u010di by sa to nejako pekne dalo realizova\u0165. Na verziovanie zdroj\u00e1kov pou\u017e\u00edvam subversion, tak\u017ee prakticky \u00faplne presne viem, kedy som sa do toho pustil. Bolo 18teho apr\u00edla 2010, ke\u010f som t\u00fato hru rozpracoval. Vtedy som mal pripraven\u00fd jednoduch\u00fd charset, playera a po 2 mesiacoch som mal rozbehan\u00fd jemn\u00fd scroll obrazovky v oboch smeroch. Ako oby\u010dajne i\u0161lo o nie\u010do, \u010do som dovtedy nepou\u017eil, tak\u017ee chv\u00ed\u013eku mi trvalo k\u00fdm som to akotak vyladil. Druhou ve\u013emi d\u00f4le\u017eitou \u010das\u0165ou hry je level editor, ktor\u00fd som paralelne p\u00edsal v .net C#. Pohral som sa s kol\u00edziami a naprogramoval som gener\u00e1tor mapky (na posun miestnost\u00ed). V takomto stave som skon\u010dil 31.7.2010 a kv\u00f4li komplik\u00e1ci\u00e1m a n\u00e1ro\u010dnosti sa hra dostala do m\u00f4jho program\u00e1torsk\u00e9ho buffera, kde zotrvala celkom dlho.<br \/>\nTento koncept som p\u00e1rkr\u00e1t uk\u00e1zal chalanom na Foreveri no st\u00e1le som sa nevedel do tohto projektu zah\u013abi\u0165.<br \/>\nZlom nastal v janu\u00e1ri 2012, kedy som tento projekt opr\u00e1\u0161il a rozhodol som sa, \u017ee t\u00fato hru chcem spravi\u0165 pre Abbuc Software Contest.<br \/>\nPr\u00e1ce na hre sa znovu za\u010dali, musel som kopec k\u00f3du prerobi\u0165, aby bol viac generick\u00fd, pou\u017eite\u013en\u00fd pre r\u00f4zne ve\u013ekosti hernej mapy. Z\u00e1rove\u0148 bol preroben\u00fd posun hr\u00e1\u010da medzi miestnos\u0165ami, ktor\u00fd bol p\u00f4vodne plynul\u00fd, bez &#8220;skoku&#8221;.<br \/>\nDesign hry bol st\u00e1le m\u00f4j p\u00f4vodn\u00fd a bolo na\u010dase to zmeni\u0165. Koncom m\u00e1ja som nap\u00edsal request na f\u00f3re atarionline.pl, \u017ee zh\u00e1\u0148am \u013eud\u00ed na projekt s tajomn\u00fdm n\u00e1zvom &#8220;Project RR&#8221;.<br \/>\nOzvali sa mi dvaja \u013eudia. Micha\u0142 Radecki a.k.a. stRing, mysl\u00edm, \u017ee celkom zn\u00e1my Atari hudobn\u00edk, ktor\u00fd spolupracoval na r\u00f4znych zauj\u00edmav\u00fdch projektoch. Zhostil sa hudobnej str\u00e1nky hry a t\u00fdm nemysl\u00edm, \u017ee mi dodal iba nejak\u00e9 RMT moduly, ale skuto\u010dne ladil samotn\u00e9 hudby, posielal mi nov\u00e9 verzie a vymyslel v\u0161etky zvukov\u00e9 efekty do hry. To mi samozrejme neuverite\u013ene pomohlo. Druh\u00e1 vec, ktorej sa Micha\u0142 zhostil bol level design. Prakticky v\u0161etky levely (okrem jedn\u00e9ho, ktor\u00fd som vytvoril ja) vymyslel Micha\u0142.<br \/>\nDruh\u00fdm spolupracovn\u00edkom bol Adam Wachowski. Adam nemal \u017eiadnu &#8220;hmatate\u013en\u00fa&#8221; Atari hist\u00f3riu, no je to pr\u00e1ve on, kto mi pomohol pri tejto hre najviac. Spolu sme diskutovali a rie\u0161ili mno\u017estvo probl\u00e9mov a ot\u00e1zok, ktor\u00e9 po\u010das programovania a dizajnovania hry vych\u00e1dzali na povrch. Adam sa postaral o n\u00e1dhern\u00fa grafiku v hre. Nakreslil znakov\u00e9 sady a prakticky predizajnoval Michalove levely do grafiky, ktor\u00e1 je na Atari \u00faplne jedine\u010dn\u00e1. \u00daspe\u0161n\u00fd projekt n\u00e1m na atarionline.pl zaprial aj Adam Powro\u017anik a.k.a. Ooz, ktor\u00fd je zn\u00e1my graph2font master, no vtedy e\u0161te netu\u0161il, \u017ee sa nakoniec stane s\u00fa\u010das\u0165ou t\u00edmu v neskor\u0161\u00edch \u0161t\u00e1di\u00e1ch v\u00fdvoja.<\/p>\n<p>Niekedy v j\u00fani som sa dostal k programovaniu samotn\u00e9ho posunu miestnost\u00ed (dovtedy sa bolo mo\u017en\u00e9 pohybova\u0165 len v statickom svete). Pos\u00favanie samotn\u00e9ho sveta nebol a\u017e tak\u00fd probl\u00e9m, ale gener\u00e1tor mapky bol pomal\u00fd a bolo nutn\u00e9 spravi\u0165 paraleln\u00fd posun mapky a sveta. Samozrejme, \u017ee sa d\u00e1 v\u0161etko ofinti\u0165 a tak to bolo aj v tomto pr\u00edpade, no nebolo \u013eahk\u00e9 pohyb zoptimalizova\u0165 a zosynchronizova\u0165.<\/p>\n<p>Prakticky v lete v mesiacoch j\u00fal a august nastal naozaj ve\u013emi intenz\u00edvny v\u00fdvoj hry v ka\u017edom aspekte. Pripravil som testovac\u00ed kit, aby mohli chalani testova\u0165 levely, ktor\u00e9 si priamo vytvoria v editore a medzit\u00fdm som vychyt\u00e1val v\u0161emo\u017en\u00e9 bugy, glitche a in\u00e9 pekeln\u00e9 kulehy. V podstate sme museli vyl\u00fa\u010di\u0165 z hry elementy, ktor\u00e9 by ju roz\u0161\u00edrili a oddialili od p\u00f4vodnej hry Continuity, preto\u017ee som ich nemal naprogramovan\u00e9 a t\u00fdm p\u00e1dom ani otestovan\u00e9, \u010di s\u00fa vhodn\u00e9. Testing kit som pripravil naozaj v hodine 12tej a pr\u00e1ce na tomto projekte i\u0161li do krajnosti. Michal ch\u0155lil levely, Adam ich predizajnov\u00e1val, no asi 2 t\u00fd\u017edne pred deadline-om (ktor\u00fd bol skr\u00e1ten\u00fd z d\u00f4vodu mojej dovolenky na konci augusta) sme e\u0161te nemali pripraven\u00fd design druhej f\u00e1zy&#8230; \u00c1no, hra m\u00e1 viac f\u00e1z, ktor\u00e9 sa odohr\u00e1vaj\u00fa v nieko\u013ek\u00fdch r\u00f4znych prostrediach.<\/p>\n<p>Koncom j\u00fala som si uvedomil, \u017ee je potrebn\u00fd nejak\u00fd tituln\u00fd obr\u00e1zok a na z\u00e1klade ve\u013ek\u00e9ho boomu s RastaConverter-om, v\u00fdborn\u00fdm toolom na konverziu grafiky do Atari, ktor\u00e9ho autorom je Jakub Debski a.k.a. Ilmenit, som sa rozhodol oslovi\u0165 Emkay-a, \u010di by nepripravil nejak\u00e9 vhodn\u00e9 obr\u00e1zky. Nakoniec sa n\u00e1m ale podarilo oslovi\u0165 Ooz-a, ktor\u00e9mu sa projekt p\u00e1\u010dil a spolupr\u00e1cu s Emkayom sme ukon\u010dili. Z\u00e1rove\u0148 som bol aj r\u00e1d z technick\u00fdch d\u00f4vodov &#8211; integr\u00e1ciu obr\u00e1zkov RastaConvertera som e\u0161te nesk\u00fa\u0161al a musel by som t\u00fdm str\u00e1vi\u0165 ur\u010dite nejak\u00fd \u010fal\u0161\u00ed \u010das. Nemal som na to n\u00e1ladu a o to viac ma pote\u0161ilo, \u017ee sa titulnej a fin\u00e1lnej grafiky zhostil Ooz, ktor\u00fd pou\u017e\u00edva G2F a jeho integr\u00e1ciu m\u00e1m zm\u00e1knut\u00fa.<\/p>\n<p>Po\u010das projektu sme si horlivo mailovali, \u010do som zatia\u013e na podobnom projekte neza\u017eil a bolo to skvel\u00e9, lebo ka\u017ed\u00fd videl progres ostatn\u00fdch a vz\u00e1jomne sme sa burcovali a dod\u00e1vali si energiu pre v\u00fdvoj. Dokopy sme si poslali cez 550 emailov (reply to all), \u010do n\u00e1s udr\u017eiavalo st\u00e1le v plnej informovanosti o projekte.<br \/>\nS bl\u00ed\u017eiacim sa deadline-om narastala nervozita a \u010dasov\u00fd stres (na dovolenku som odch\u00e1dzal 23.8.2012), na letisku som musel by\u0165 o pol piatej r\u00e1no a e\u0161te o pol tretej (\u00e1no, nespal som v t\u00fa noc v\u00f4bec) som vytv\u00e1ral fin\u00e1lny build hry s t\u00fdm, \u017ee p\u00e1r min\u00fat predt\u00fdm mi Adam dodal posledn\u00e9 updaty levelov. Fin\u00e1lnu verziu sme nemali v\u00f4bec \u010das otestova\u0165. Ve\u010f len p\u00e1r hod\u00edn predt\u00fdm, okolo polnoci, som kone\u010dne odstr\u00e1nil jeden pekeln\u00fd bug, kv\u00f4li ktor\u00e9mu crashovala hra.<\/p>\n<p>Hru som poslal do s\u00fa\u0165a\u017ee a povedal som si, \u017ee som naozaj urobil v\u0161etko pre to aby sme to stihli.<\/p>\n<p>Na dovolenke som cez moju &#8220;skvel\u00fa&#8221; nokiu mailoval s chalanmi a organiz\u00e1tori z Abbuc-u n\u00e1m dali e\u0161te mo\u017enos\u0165 spravi\u0165 posledn\u00e9 bugfixy aj po samotnom ostrom deadline s\u00fa\u0165a\u017ee z d\u00f4vodu mojej absencie&#8230; t.j. po 31.8.2012 &#8211; za \u010do samozrejme ve\u013emi pekne \u010fakujeme. Medzit\u00fdm sa Adam pok\u00fa\u0161al spakova\u0165 hru pod\u013ea mojich in\u0161trukci\u00ed pomocou Tebe-ho SuperPackera, no mal tam technick\u00e9 probl\u00e9my. Kontaktoval som Tebe-ho (Tomasz Biela) a on updatol SuperPacker na verziu 3.5 tak, aby mohol na\u010d\u00edta\u0165 aj tak\u00fd gigantick\u00fd DOS file, ak\u00fd tvor\u00ed na\u0161u hru(m\u00e1 v nespakovanom stave 175kB). Vr\u00e1til som sa z dovolenky 3.9. tesne pred polnocou a pod\u013ea inform\u00e1cii sme mali \u010das do r\u00e1na 5.9. Ke\u010f\u017ee ne\u0161lo o nijak\u00e9 ve\u013ek\u00e9 fixy, ale sk\u00f4r o detaily, vk\u013eude som sa vyspal a 4.9. som cel\u00fd de\u0148 str\u00e1vil fin\u00e1lnymi \u00fapravami. Zistili sme, \u017ee v \u010dasovom strese som zabudol prilinkova\u0165 grafiky pozad\u00ed v druhej f\u00e1ze hry. Michal ve\u013emi pekne pozmenil v\u00ed\u0165azn\u00fa hudbu a upravil niektor\u00e9 \u010fal\u0161ie hudby v hre. Adam doladil niektor\u00e9 detaily grafiky a doplnil jeden n\u00e1dhern\u00fd no\u010dn\u00fd level do druhej f\u00e1zy hry. Ooz mal tie\u017e mo\u017enos\u0165 sa pohra\u0165 s editorom a pomohol Adamovi s jedn\u00fdm \u0161pecifick\u00fdm grafick\u00fdm elementom :D. Ja som to samozrejme cel\u00e9 zb\u00fachal dokopy, zrevidoval a opravil zop\u00e1r glitchov, ktor\u00e9 sa objavovali v prechodoch medzi obrazovkami hry. V z\u00e1vere som v\u0161etko spakoval SuperPackerom na kr\u00e1snych 61kB a pre\u0161iel som cel\u00fa hru aby som otestoval, \u010di je v\u0161etko v poriadku.<\/p>\n<p>Prid\u00e1vam zop\u00e1r zauj\u00edmav\u00fdch faktov&#8230;<\/p>\n<ul>\n<li>Fin\u00e1lna nespakovan\u00e1 bin\u00e1rka pozost\u00e1va zo 134 blokov z \u010doho je polovica data blokov a polovica init blokov<\/li>\n<li>Fin\u00e1lna SVN rev\u00edzia hry je 42<\/li>\n<li>Zdroj\u00e1ky boli za cel\u00fa dobu v\u00fdvoja skompilovan\u00e9 2947-kr\u00e1t<\/li>\n<li>Zdroj\u00e1ky (vr\u00e1tane RMT playera a dvoch G2F) maj\u00fa 12400 riadkov assemblerov\u00e9ho k\u00f3du, ak nepo\u010d\u00edtam RMT a G2F tak je to 6000 riadkov.<\/li>\n<\/ul>\n<p>Na z\u00e1ver sa chcem po\u010fakova\u0165 mojim s\u00faputn\u00edkom Adamovi Wachowskemu, Micha\u0142ovi Radeckemu a Adamovi Powro\u017anikovi za skvel\u00fa komunik\u00e1ciu a v\u00fdborn\u00fa spolupr\u00e1cu pri tvorbe tejto skvelej hry. Ke\u010f uv\u00e1\u017eim, \u017ee tento projekt je Adamova (Adam Wachowski) prvotina, mysl\u00edm, \u017ee ak\u00fdko\u013evek \u010fal\u0161\u00ed projekt na ktorom sa bude podie\u013ea\u0165 bude MEGA.<\/p>\n<p>E\u0161te dop\u013a\u0148am zop\u00e1r linkov na \u010dl\u00e1nky s\u00favisiace s hrou:<\/p>\n<ul>\n<li>http:\/\/un8bg.com\/?p=342<\/li>\n<li><a href=\"http:\/\/atarionline.pl\/v01\/index.php?subaction=showfull&amp;id=1347098681&amp;archive=&amp;start_from=0&amp;ucat=1&amp;ct=nowinki\">http:\/\/atarionline.pl\/v01\/index.php?subaction=showfull&amp;id=1347098681&amp;archive=&amp;start_from=0&amp;ucat=1&amp;ct=nowinki<\/a><\/li>\n<li><a href=\"http:\/\/www.atariage.com\/forums\/topic\/201999-abbuc-software-contest-2012-status\/page__st__25#entry2595440\">http:\/\/www.atariage.com\/forums\/topic\/201999-abbuc-software-contest-2012-status\/page__st__25#entry2595440<\/a><\/li>\n<li><a href=\"http:\/\/atarionline.pl\/forum\/comments.php?DiscussionID=1944&amp;page=1#Item_0\">http:\/\/atarionline.pl\/forum\/comments.php?DiscussionID=1944&amp;page=1#Item_0<\/a><\/li>\n<li>http:\/\/www.retromaniax.gr\/vb\/showthread.php?23989-Ridiculous-Reality-%E5%ED%E1-puzzle-platformer-%E3%E9%E1-%F4%E1-Atari-XL-XE-(teaser)&amp;s=9b9af228d156af82cfd44baca99e916e<\/li>\n<li><a href=\"http:\/\/emulate-su.livejournal.com\/768820.html\">http:\/\/emulate-su.livejournal.com\/768820.html<\/a><\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Ridiculous Reality je nov\u00e1 hra, ktor\u00fa som spr\u00e1\u0161il pre Abbuc Software Contest 2012. Ide o arcade puzzle platformovku, kde ste [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":1427,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[3,4],"tags":[75,8,77,100,9,50,79,78],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v20.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Ridiculous Reality (teaser + pokec) - MatoSimi<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"http:\/\/matosimi.websupport.sk\/atari\/2012\/09\/ridiculous-reality-teaser-pokec\/\" \/>\n<meta property=\"og:locale\" content=\"sk_SK\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Ridiculous Reality (teaser + pokec) - MatoSimi\" \/>\n<meta property=\"og:description\" content=\"Ridiculous Reality je nov\u00e1 hra, ktor\u00fa som spr\u00e1\u0161il pre Abbuc Software Contest 2012. 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