2024-06-26
This time it's official: Little Brats! will be released on
September 18. Makes sense to release a playground simulator during the
back-to-school month!
For the occasion, the official trailer has been unveiled!
(...)
2024-04-01
Aaaah, at last, I can tell you about this crazy project that's coming
to fruition!
Negotiations had been going on for several months in the greatest
secrecy. It's now a done deal, and it's not without a certain pride
that I announce today the integration of my Superfluous character
into the great Marvel superhero family!
(...)
2024-01-15
It is with great pride that I announce the release, today, of the
first official port of Superfluous Returnz on console, and not the
least: the Nintendo Switch!
(...)
2023-12-20
A whole host of changes as the year draws to a close: a revamped
website, a new trailer, and above all, version 1.6.0 of the game. In
addition to gamepad rumble, as well as a few optimizations and bug
fixes, it brings an important change: the game's engine,
Sosage moves from the GNU GPL
license to the MIT license.
(...)
2023-11-09
Today sees the release of two new books: the game's artbook and the
English translation of the comic book!
(...)
2023-08-11
This is the story of bug that makes you want to tear your hair
out. The kind of bug where you end up thinking: “But that's not
possible, the compiler is screwing up, no way it's something else!”
And a compiler bug is no small thing: in 12 years of C++ programming,
I've found (and
reported)
just... one. And I can tell you that before reporting the bug to GCC,
I tested/retested/checked in every possible way to make sure I wasn't
going to look like an idiot.
Anyway. Here's the story.
(...)
2023-06-19
Well, just because the game's out doesn't mean I'm going to stop doing
making-of! So here's a video that took me a while to make, but which I
thought was important: it explains how I came up with the game's
interface, with all the problems that had to be solved (making it
pleasant, usable with a mouse, a touch screen, a joystick, etc.).
Enjoy and see you soon for new making-ofs :)
(...)
2023-06-07
I'm proud to announce that Superfluous Returnz is now available in
Italian, under the name Superfluo Ritorns! As the game is set in a
small French village, I think it's great that it's been translated
into another European language, and I hope that players in Italy will
appreciate the familiar atmosphere :)
(...)
2023-06-01
You can freely listen to the game's soundtrack on
Peertube (and soon on
YouTube,
the upload is in progress but YouTube has certain limitations so it
takes a while).
(...)
2023-05-25
The day after the release of the game, I was interviewed about it in
Libre à vous!, the
April show on the French radio Cause
Commune.
(...)
2023-05-15
Not much more to say, the title speaks for itself! You can now buy the
game on
Steam
or Itch.io (on Google
Play, I'm still waiting for the app to be validated, so you'll have
to wait a bit more).
(...)
2023-05-05
I finished the game yesterday afternoon when I integrated the very
last sound effects. The conclusion of a 3 and a half year work is
approaching!
(...)
2023-04-20
In the series of problems that I never imagined I would have to deal
with when I started developing this video game, I present to you: the
problem of transparent pixels in PNG.
(...)
2023-04-06
Having almost finished the game's graphics (apart from a few
cinematics), I'm in the middle of recording the music. So I thought
I'd show you one, like that, as a little extra teaser.
(...)
2023-03-14
If you read a tutorial on how to handle display with the SDL library,
chances are it sums it up as a loop: perform the computations for the
“logic” of the game (moving the characters, etc.), invoke the display
functions, refresh the screen, then put the program to “sleep” for a
while.
Except that this method is obsolete and we can do much better
... let's see that.
(...)
2023-02-09
A little feedback on a big blow that happened to me this morning ... and
on how I ended up solving it. This is not a usual making-ofs article,
but I think that this experience could be useful to others.
(...)
2023-01-30
So far, I've mostly made blog posts to explain the development of the
game, but for once, this is just an announcement post: after months of
work, I have finished the game's graphical basics! 🎉 🎉 🎉
(...)
2022-10-26
As you may or may not know, I'm French and I'm writing the story and
dialogs of Superfluous Returnz in the French language. But fairly
early in the development of the game, I thought it would be nice to be
able to translate it, especially in English, just in order to broaden
the potential audience.
So I'm going to talk to you about internationalization, or
i18n
for short. As the game does not have any recorded voices to date, it
is mainly a question of translating the texts… and a few images.
(...)
2022-09-28
Superfluous Returnz is a 2D video game with a very classic “cartoon”
style: if we put aside the descriptions of the levels and the sound
part, the entire content to be loaded therefore consists of 2D images
(the animations being simply successions of images).
In order to avoid excessively long loading times between levels and an
overly large memory use on disk, choosing the right image format is
therefore critical.
(...)
2022-06-27
I'm very proud to present the official trailer for Superfluous Returnz!
(...)
2022-05-04
A critical part of video game development that is rarely discussed in
“classic” programming courses is the management of assets, i.e. game
data (levels, images, sounds, etc.).
Alright, in general, we do know how to read files in C++, but here I
want to talk about having an automated and cross-platform mechanism:
you don't want the player to have to specify, at each launch, where the
assets are ...
(...)
2022-03-16
Last time, I explained how to compile and distribute a game for
Windows from Linux. This time, I'll do the
same thing, but with MacOS as the target system, a procedure that is
a little less well documented on the Internet.
(...)
2022-02-23
You probably won't be surprised if I tell you that I do development
—and also perform all of my digital activities– on GNU/Linux. Of
course, as many people use Microsoft Windows to play games, it is
obvious that the game must also run on this platform.
As I'm not into the idea of approaching a Windows system without the
presence of an exorcist, I looked early into the possibility of
"cross-compiling" my game: producing a Windows-compatible executable
(the famous .exe
) from a Linux environment.
(...)
2021-12-16
After a few technical articles, I wanted to do a making-of that's a
bit more focused on the artistic aspect of the game. In addition, it
will be an occasion to show you some images. Since most of the work
I'm doing right now is on the graphics part of the game, this seems
like a good time to do it.
(...)
2021-10-20
Last time, I discussed the whole technical aspect of “setting up” an
Android environment to run our game: configuration, compilation, etc.
Now, we get to the heart of the matter: what does it change, on the
code side, to port an SDL2 game on Android?
(...)
2021-10-15
Very early in the development of the game, I had the idea of porting
it to Android: the game style (point and click) fits the platform,
for example I really enjoyed playing Thimbleweed
Park on tablet (and
being able to play old LucasArts on your phone via
ScummVM is a pleasure too).
This is one of the reasons that lead me to switch from SDL1 to SDL2
which, in addition to providing welcome hardware acceleration to
display high resolution images and animations, offers Android support
(and even provides quite a bit of tools to manage this platform, we'll
come to that).
(...)
2021-09-14
A quick little article to let you know that Superfluous Returnz is
now registered on Steam and Itch.io! It will be published on these two
platforms on its release date, for the moment set for June 2022 (but
it is possible that this date will evolve, in one direction or the
other).
(...)
2021-09-10
For this new making-of, I'll start by reminding you (or teaching
you, perhaps) several features of Superfluous
Returnz:
- it is (it will be) a video game which will consist mainly of a
succession of more or less twisted puzzles: pick up this or that
object, use it on something, talk with this and that character, find
clues, solve codes, unlock padlocks, etc. Nothing very innovative,
it remains in the great tradition of point-and-click games.
- the player will evolve in an open world. I mean, don't imagine
something as huge as Breath of the
Wild!
The number of places to visit will be much more modest, but you will
be able to come and go as you please in the small village of
Fochougny (even if some places will have to be unlocked), it won't
be a linear succession of well-separated rooms (except for the
introduction)
- it will be impossible to lose or get stuck: if you forgot to pick up
an item, then it will always be possible to get it back when you
need to use it (you will never need to load an older save to unblock
you). Neither will any action lead to death or a dead end that would
force you to reload another save. The only difficulty will come from
solving the puzzles and the time it will take you to understand and
solve them 🙂
(...)
2021-04-07
From the start of the game's development, it seemed obvious to me that
it had to be cross-platform: it had to run at least on Gnunux (makes
sense, this is the OS I use), on Windows (the most popular OS on
desktop / laptop) and on Android (the most popular OS on tablets and
phones). Derivatives like LineageOS are included in “Android”. Also, I
wanted to make a web port to be able to play it directly in the
browser.
I will now explain to you how I managed to create these different
versions using the same code base as much as possible (apart from a
few adaptations, I'll come back to this).
(...)
2020-10-23
This is what will undoubtedly be the last making-of of the year
before the release of the playable demo of the Superfluous video game
scheduled for the end of the year.
I already discussed, in order:
We will tackle the last big piece that is necessary for the game:
writing and storing “levels” (which we should rather call “rooms”
since the game is separated into different rooms connected by doors
and corridors).
(...)
2020-09-28
After talking about graphics and programming, we are going to tackle a
third facet which is: music!
Most of the musics that I'm composing for the game are ambient musics,
they are relatively discreet and their goal is to provide a background
sound that is neither boring nor annoying (since it loops), and that
is not a distraction for the player either (the goal is to solve
puzzles). Nevertheless, I still had fun composing big musical
“themes”, especially specific themes for the characters. These themes
will likely be used during cutscenes and transition sequences.
(...)
2020-07-15
Last time, I told you about the algorithmic aspect of
travel: today explains how I handled
the graphics part.
(...)
2020-05-20
For this first making-of, I will present you one of the first
problems I had to deal with: displaying and moving a character in a
scene.
(...)