Audio Recording

Guess what, last Saturday we went to do something very fun!

Yeap! Sound recording! We borrowed a really nice recording studio and did all the funny voices there. Before we start, Bram and I discussed how the characters should sound like.

Bram imagines he is Sushimoto… the skinny version.

Me

Me gusta

We tried numerous times just to get the voices right. Since we are not professional voice actors, we should have hired someone to do that for us, but we tried not to rely too much on other people because we are the indies!! :-D

Waa Cha! Trailer Buzz

For the past few weeks, we debuted our game trailer on several major gaming websites such as GameSpot Asia, Game RevolutionGamasutra, Qt Gamer3anime.com and South African’s one-stop gaming news site, Do Gaming. In additions, we have also made appearances on non-english sites such as China largest gaming and social websites QQ.com, eNet and uuu9.com; Taiwan largest gaming forum GameBase Taiwan, and a French website called FunTouch.net (click on the second tab).

This is truly unexpected to us. We would like to thank all the websites, editors, bloggers and friends who mentioned, featured and covered Waa Cha! We really appreciate your help =)

Currently we are giving the game some final touches as well as polishing up the gameplay before we release it. Please stay tuned and more gameplay videos will to uploaded soon.

Waa Cha!

Waa Cha! on RocketHub !!!!!

Hello guys, we have just launched Waa Cha! project on RocketHub!!! What’s that? RocketHub is an online crowd-funding community, giving indies chances to get funding from online community. Please support us and keep us alive. The funding will be used for marketing as well as financially support some of the team members who are working full-time on the projects. Besides that, prepurchase the game here and you will get lots of free gifts!

Waa Cha! RocketHub page: http://rockethub.com/projects/4449-waa-cha

Besides that, our first official trailer for the game is out on Youtube now! Check it out,people!!! In this trailer, the Kungfu master from Shaolin Temple, Master Wu Shou will tell you about the legendary Might Four, once a team of powerful Kungfu warriors that fought against evil forces to protect the temple. Please leave a comment and “like” it if you dig it =D

 

Waa Cha! Background Design

Through out the process of making Waa Cha!, a lot of effort was put into designing the right backgrounds, so that the players will be able to have stronger feeling about this stylized world of Waa Cha!. This week we are showing you guys the Arcade Mode background which is a Dojo as well as Insane Mode background which is a hardcore training chamber. All these background are still not finalized yet, in fact we are making iterations and improvements on the art and design everyday just to make sure we have the best quality of work. But of course we will always keep you guys updated with our latest work in progress. Hope you guys like these background paintings!

Stay tuned for your trailer which will be coming soon! Waa Cha!

Split Screen in Cocos2d-x

If you are a Cocos2d-x (or vanilla Cocos2d) user, it’s sorry to say that there isn’t a built-in function which allow you to split your screen into 2 different views without messing around with low level OpenGL code.


Example of multiplayer split screen in Super Mario Kart (1992)

However, the good news is you only need a few lines of code to achieve this!

In your cocos2d::CCLayer inherited class, add in this

virtual void visit();

into your header file, because we are going to override the existing visit() function.

What we need to do is actually cut away part of the CCLayer so that it will not render. Then we create another CCLayer for player 2 and add both layers to the scene.

The OpenGL function which does the magic is called glScissor(). All you need is to enable GL_SCISSOR_TEST before you render all the children of that particular CCLayer. Let’s say your CCLayer inherited class is called HelloWorld, the code would looks like this:

void HelloWorld::visit()
{ glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, screenSize.width, screenSize.height / 2);
CCNode::visit();
glDisable(GL_SCISSOR_TEST); }

I will explain a bit what is actually happening. visit() function is actually where all the rendering happens. You don’t need to know how it renders, all you need to do is first, enable GL_SCISSOR_TEST with the function glEnable().

Only after that you are allowed to use the handy little function called glScissor(). The 4 variables which you need to provide for glScissor() are (from left to right):

  • Position X
  • Position Y
  • Width
  • Height

Then, you need to call all the rendering functions but you don’t have to do it manually (unless you know what you are doing)!! Just call CCNode::visit() and that’s it! CCNode::visit() has all the rendering functions encapsulated in it so we don’t need to worry anything. It will do the magic for us. ;-) after that don’t forget to disable GL_SCISSOR_TEST when you’re done.

So now you will see your layer is cropped. But wait! How about adding the other half of the screen? That’s easy! All you need to do is adding another CCLayer, position it on top of your first layer and add both layers to the scene! Example:

CCScene* HelloWorld::scene()
{ CCScene *scene = CCScene::node();

HelloWorld* layer1 = new HelloWorld();
scene->addChild(layer1);
layer1->release();

HelloWorld* layer2 = new HelloWorld();
layer2->setPosition(ccp(0, screenSize.height / 2, screenSize.width, screenSize.height));
scene->addChild(layer2);
layer2->release();

return scene; }

Simple and straight forward. That’s all for today!

Waa Cha!

Waa Cha! Characters Design

Hello people, I am Bram, the art guy for Waa Cha!. Currently in this game, there are 3 characters for the players to choose from. Before deciding on the final design, we went through a few designs,many sketches were made to give ourselves a clue of how their looks and feeling should be like. And here are some of the sketches and early designs of the characters. These are only a portion of the sketches that I have done, the others are too messy and only I myself can read =) hope you guys will like them, thanks!

Waa Cha!

Waa Cha! Gameplay Design

You might be wondering what type of game Waa Cha! really is. Is it a fighting game? Side-scroller? RPG?… nope. Waa Cha! is actually a mobile arcade game featuring simple controls and quick gameplay. However, the word ‘arcade’ here does not indicate the coin-operated arcade machine, but it is merely a modern description for simple, quick and addictive games like Waa Cha!

Initial Design
At the very beginning, our initial idea was to put the character at one side and random items will be spawning from the right side. Player just need to tap on the screen to kick away those items. This sounds like a pretty simple and solid idea, therefore we did a very quick prototype demo for testing. However, after play-testing the demo, we found out it is not as fun as we thought would be. It was extremely easy and boring; there wasn’t any challenge at all.

Adding In Spices
How to make the game more addictive and fun to play? – We kept asking ourselves the same question over and over again. Bram and I met frequently to discuss and brainstorm about the gameplay. The hardest thing is to keep the gameplay simple yet able to draw players keep coming back to play. We do not want to turn it into a complicated game with steep learning curve. We want players of any ages to just pick it up and start playing it.

We also thought that it might be more challenging to just put the character at the middle and spawn item from both sides of the screen. Each of the item will get much more faster than the previous ones, so now player really needs to focus on the screen, or else the poor character will be suffering badly. (Or you can do that on purpose when you feel stressful. She might forgive you lol.)

Besides that, we also changed the game control from just tapping on screen to swiping left/right to kick in different directions. Although this doesn’t sound like any big difference but it does create a bit more challenges and requires a bit of skills to play.

As you can see from the GIF image above, every item is unique, because we have designed more than 100 different items to be squeezed into the final game. There are many interesting looking and funny items in the game which I will not disclose for now. :-D

Game Modes
There will be 4 different game modes in Waa Cha! – Arcade Mode, Survival Mode, Insane Mode and Multiplayer Mode. I’m sure you should know roughly what are the difference between the 4.

What really interesting is the Multiplayer Mode. We do not plan to implement networking for multiplayer gameplay, but instead, we used the “cocktail arcade cabinet” module which enables player to challenge a friend face-to-face. Cheering and shouting foul words with friends while playing a game are the best thing ever, no? :-P

Bear in mind that the game is still working in progress. You can follow us on Twitter or Facebook to get the latest news and updates!

Waa Cha!

Waa Cha! Technical Decision

Yo, programmer speaking here! Since this is my very first post, I’ll talk about the libraries we used in the game Waa Cha! and why I chose them.

Initially, we only had iOS in our minds, so I only used keywords related to iOS and searched a bit on the internet. After a few seconds (probably less than 10) of Googling, I found “Cocos2d for iPhone”, a free and open source 2D rendering engine for iOS (only). As you all know, Objective-C is the most widely used and supported programming language for iOS, so naturally cocos-2d is also designed to build on top of that language. Being a long time C/C++ programmer, I was like – okay fine, I will get my hand dirty trying out Objective-C. It shouldn’t be THAT different from C/C++, since it also has a “C” in its name, right?

Somehow, it wasn’t going that well, Objective-C is just way too alien to me. Call me stubborn or whatnot, but I just couldn’t get used to it in short period of time. We initially wanted to push the game to release in not more than 3 – 4 months time, so I thought this wasn’t a good thing. It will take a long time to learn the language through numerous trials and errors, which I reckon for sure there will be bugs popping out everywhere, dragging the overall progress. This is not the risk I would want to take, especially for our first game.

Some readings and researches were being extremely helpful at this point. Not long after that (like… 10 more seconds) I found a C++ port of Cocos2d called “Cocos2d-x” which has a more evil-looking logo than the original version, cool ha! :-D So then I tried it, and got in love with it. Not to mention Cocos2d-x is is completely cross-platform. It supports iOS, Android, Windows (PC), Linux, and so on. That was the time I saw the opportunity to port the game over to Android, without a complete rewrite! Yay!! The only not-so-great thing is the size of their community. However, I found that the naming conventions are pretty much the same with the vanilla Cocos2d, so I’d thought I could just convert the Objective-C solutions to C++, and it worked! Two big thumbs for that!

As for physics library, I’m using Box2D which is already included in Cocos2d-x. Another big thumb (out of thumb, using toe) for that! Somehow I tried to use only the minimal amounts of physics calculations and used as much of pseudo physics as possible to save up processing power. For example, I didn’t enable gravity, instead I set all the items to kinematic objects and update all the movements (linear movements) in a per-time basis. It looks pretty good to me although it is not a “real” physics.

The reason for this is due to the nature of the gameplay itself – numerous amounts of items will be spawned from both sides of the screen toward player at a pretty fast speed. Moreover, the amount of items will be doubled up in multiplayer mode. We do not want any slow down in the game, which will affect the gameplay experience and overall impression toward the game.

I will talk a bit more about the gameplay side of coding and probably some tutorials in the future. That’s all for now! Stay tuned for more updates from us! Cheers!! :-)

Waa Cha!

Waa Cha! Initial Concept

Hello guys, our team is currently working on unique items kicking game which will be released in IOS and Android devices soon. We are already half way there to completion =) Today we will show you guys the initial concept design for the game before we locked down on the currently art direction and theme. The idea was a mind-controlling blue alien.