Akatsuki here with a few updates ^^ and announcements.
It's
been awhile since we last announced anything fun, and we're sorry for
taking soo long. Though we have no plans of making another announcement
anytime soon after this one, so I'll try not to leave anything out. As
anyone might've noticed already, Indie Opportunity is no longer what we
go by,instead we've made a change to JumpButton Studios. Why the change
you may ask? well its simple, we are jumping forward in bringing the
best within any games we develop, there's no way anyone can achieve
something just by standing around.
Company Overview
JumpButton
Studio is made up of 15 dedicated developers ranging from programmers,
graphics artists, sound engineers ( still needed ), musicians, and
illustrators. We mostly work on android and desktop games, most
featuring online capabilities, however we also have some software under
our belt.
There will be many challenges along the way, but there
has not been anything we couldn't accomplish by working together and not
only as a team, but a family. Working voluntary is not something we're
forced upon, it is something we have chosen to dedicate ourselves to
because we trust that whatwe're putting our time into will turn into
something amazing in the future. Spending as much time as we can
organizing and developing while talking about the most randomized topics
you could ever think of.. such as food.. Everyone loves food, I hope.
We're
opened to any developers who can liven up the chat, and communicate
with everyone while knowing that he/she can still do what ever else they
need to that is of higher priority or importance. We will never rush
any of our developers, unless what they are meant to do is critically
needed forother developers to continue a project. Summer is closing in,
and we're hoping to have a few things ready for release by than.
Description
Our
ideals are simple, but the development will be hard. Many times we've
seen gaming companies choose content over security, as well content over
community. We are leant towards listening to what our community wishes
to see within a game, and not just making updates depending on how we
feel aboutit. Content does matter, but what good would new graphics do
if the majority of a community dislikes it? We understand everyone can
not be pleased, but it is best to have the community involved with
updates and allow them to add their opinions, debate over why they like
and or dislike a plannedupdate, and from there, come to a conclusion if
we should continue with the update, or rather concentrate on bug fixes
while planning updates that the community has proven to be something
they would enjoy. As I previously said, we can't please everyone, but we
will carefully listen to what theyhave to say.
If you haven't played our first game, http://www.newgrounds.com/portal/view/588953 - Orbit Vector defense ,
go and play it now. Look forward to a new and improved Vector defense
2, with custom music and most likely sound effects made by the team
itself. As well as various otherimprovements, such as bug fixes, new
features and amazingly new game graphics. Here's a http://www.soundcloud.com/j-moreno-2/orbit-jos-moreno - sneak peak to one of the sound tracks made for Vector Defense 2. It is still a work in progress by one of our composers,Jose.
Academy
Of Adventure has been added to our list of developments. We're still in
the process of finding the right developers to handle the job, but
visit the dA group http://academy-of-adventure.deviantart.com/ - here and read all about it.
Academy
Of Adventure binds together both learning and having fun, within a
text-based MMO-RPG world, players will have the opportunity of improving
their real life talents, ranging from programming to improving their
artistic abilities throughout each semester. There is about two years
worth ofplanning already done for this project, and we're now looking
for the needed developers to carry out its development. Lead developer
Manda ( known as a-fools-paradise on dA ), will be releasing a test
version of the game as she has promised, but the actual game which will
be released at a laterdate, which will be far more improved and
entertaining.
Little
Knight has been through a lot, and is in alpha testing stage. There is
still many bugs and features needed before we can get into actual
mapping and writing the story. I will add a change log at the bottom so
youknow what was added and when it was added. This development is lead
by our programmer Sk8 and pixel artist, Stava.
Little Knight is
an RPG planned for multiple platforms (Windows/Linux/Mac
OS/iOS/Android/Xbox360/Web) in which you are the son of a farmer, who
feels destined to do more in life. Despite the constant criticism from
your grandfather, whilst in town on a mission one afternoon you end up
in asquabble, which ends with you saving the kingdom's bratty princess
from her own self-instituted situation. Saving the princess earns you
one of the highest and most desired roles in the kingdom; a position
within the High Knights Guild, protecting the royal family. However, not
all is well in thekingdom. As you venture around and complete quests
you begin to find there is something dark and twisted (and even
comical!) going on within your kingdom.
For one, Little Knight
will be both mobile and desktop. The advantage of doing our desktop
versions first allow us to toy around with the Co-Op multiplayer concept
we've been thinking about. However, we want to move Little Knight on to
nearly every mobile platform as well, and even on to the XboxLive
Arcade eventually!
Log
[10:03 PM 4/2/2012] * some of these changes were done a long time ago * just decided to make a changelog
- implemented player (walking / attack) animations ingame
- implemented maps
- implemented camera scrolling
- implemented bounding boxes
[2:04 PM 4/5/2012]
- implemented map editor
- implemented map loading / saving
[5:32 AM 4/6/2012]
- implemented the start of an npc class
[10:38 PM 4/8/2012]
- commited collision
- commited depth sorting
- implemented tree 8|
- implemented attacking / collision
- released another build
[3:44 PM 4/10/2012]
- added temporary slime npc sheet
- added the first enemy npc slime
- added attack damage text particles
- made simple ai for the slime npc
- released another build
[11:42 PM 4/13/2012]
- added object placement/removal
- added object save/loading
- added debug toggle key ~
- added play toggle key p
- added the new player sheet
 MysticTale
Online, once known as Psithyroi Online, is no longer on hold. There has
been a ton of development going on, and there's still more development
that needs to be completed before we can move forward to alpha stages.
Once in a while there may be a progress video added to our http://www.youtube.com/user/MysticTaleOnline - YouTube channel. There is currently one progress video on our channel, music you listen to were composed by our musician, Clark.
That's all the announcements for now, please become a member of our http://jumpbutton-studio.deviantart.com/ - dA group, and follow us on our journey.
FOLLOW US
http://www.facebook.com/pages/Psithyroi-Online/161098097293546?sk=wall - MysticTale on Facebook https://twitter.com/#%21/JumpButtonS - JumpButton on Twitter http://twitter.com/#%21/PsithyroiOnline - MysticTale on Twitter http://www.facebook.com/pages/JumpButton-Studios/184204351650536# - JumpButton on Facebook

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