So, as you probably know, we’ve already cancelled the Infamous Intent project. In our previous post, we released most of the assets we finished for free use. We hope that they can still help someone realize their dreams.
The asset pack had some issues with the build of the engine contained within. Those issues have been fixed, but the asset pack has yet to be updated. It should be updated within the next week.
EDIT: The asset pack has been updated. You may download the new version HERE.
As stated in the title of this post, we are officially releasing the OST, complete with 320 kpbs MP3 renders and source files. The downloads for the OST can be found below. Please note there likely will not be any mass YouTube upload of the OST, at least not anytime soon, so please use the downloads below to enjoy the music.
OST Download - MEGA
Extras Download (0CC, NSF files, and unused tracks) - MEGA
Finally, we’ve come to a decision about the original project we will be embarking on. We will be completely rebranding our team along with announcing this new project. We’ll have more news soon, so watch this space for when we start promoting.
Thank you for sticking with us, and we hope you continue to follow and enjoy our work in the future.
-Threxx
An update on what we’ve been up to for the last six months
Not much, in all honesty.
It was rather difficult for me to find the motivation to do any programming (or anything else really, even outside IFI), as the engine had significant performance issues and I didn’t know what to blame. I just assumed it was either the environment’s fault or mine, and I did not feel like porting the whole game to some new language. As for the others, lack of motivation is contagious.
And then, a few weeks ago, I found a solution. I’ll put the details after the break for anyone who might need them, but rest assured the game runs really well now, and as with lack of motivation, motivation is also contagious.
(Left is after move to SDL2, Right is before. Number at bottom left is the framerate.)
Hopefully, with these things corrected, we’ll be able to return to more regular updates again. Thanks to our programmer, Faruga for writing up most of this post.
Thank you for bearing with us. We still have high hopes to release this game.
Until a few weeks ago, I had been coding IFI using the Python langauge and the Pygame libraries. Spoiler alert, it was Pygame’s fault. Pygame is based on SDL version 1.2, which not only is out of date, but unless you want to tango with OpenGL (which, if you’re using Python, you’re probably not prepared for), it only supports software rendering. There’s a newer version of SDL (SDL2) which supports hardware rendering, but it isn’t backwards compatible (and the hardware rendering is hidden in new methods anyway).
Pygame is a rather popular library due to how easy it is to use, and it was popular enough for someone to recognise this as an issue. So they just went and made a new version of the library, built to work with SDL2. There were a few things that they hadn’t ported over, though. It didn’t support palette swapping (which hardware rendering doesn’t support anyway), or loading sound from a Numpy array (which I had been using for the music, which is processed with libgme). I found ways around these shortcomings though.
This also brought my attention to Cython (by being coded in it). Cython is basically C, except it looks like Python (to the point that all Python code works as Cython code) and can talk to Python about as well as Python can talk to itself. Some of the code has been ported to Cython, and the performance improvements are well worth the effort. I also used Cython to do some things that I couldn’t do with Python any more, such as the music. Speaking of which, since I now have more control over the sound drivers, I was able to add a user-toggleable option to let the sound effects cut out the music, like on the NES.
Arrangement of Famous Stage 2′s theme by littlelamp.
Apologizes for the lack of activity recently! Our programmers have been working to improve the performance of the engine so more people can run the game easily. We’ll have more updates soon.