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Tap Tap Dig

Posted by on Nov 12, 2017 in Games | 0 comments

Tap Tap Dig

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Reasonably efficient y-sorting in Unity with 2D Toolkit

Posted by on Sep 15, 2015 in Dev | 0 comments

Reasonably efficient y-sorting in Unity with 2D Toolkit

It’s been quite some time since I’ve posted anything – we’ve been busy launching Letter Quest Remastered on Steam, launching a game at my day-job, and all kinds of other things. I’ve finally found a bit of time to start getting back into some coding, so it’s about time I start posting on here again! 🙂 I’ve been learning how to use 2D Toolkit more effectively in Unity – Letter Quest Remastered uses 2D Toolkit for most of the in-game art, with all of the animations being handled by the awesome Spine animation tool. The new game idea that I’m thinking about tackling next requires sorting all characters and enemies on the screen by y-value, so that things that are closer to the bottom of the screen will appear over top of things that are further up (back). Without doing any y-sorting, you get results like this: You can see that there’s no sorting going on, slimes are overlapped at random (actually based on the order that they were created). With a bit of y-sorting, we get a much nicer result: Unity makes it very easy to do this sort, it’s actually just one line of code in an Update function in each class, and takes advantage of a renderer’s sorting order: void Update() { mRenderer.sortingOrder = (int)(mScreenHeight - this.transform.position.y); } I can get away with simply using the transform’s y-position, because with the way I have everything set up, that actually corresponds to the bottom of my enemies. You might have to do a bit of offsetting based on the height of your enemies – you generally want a sort like this to be based on the bottom of objects. To make this more efficient, you could set the sortingOrder of all objects from a single Update function in a manager class, and you could probably get away with calling it 10 to 20 times a second, instead of every frame. I don’t need the performance (yet!), and I also have other logic in Update for each enemy, so it makes sense to do this in each enemy’s Update...

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Letter Quest Remastered is on Steam!

Posted by on Aug 13, 2015 in Featured, Letter Quest Remastered | 0 comments

Letter Quest Remastered is on Steam!

Letter Quest Remastered is now available on Steam! We spent over 600 hours remaking Letter Quest in Unity, and can now support Windows, Mac, and Linux! We also gave Letter Quest Remastered for free to all owners of Letter Quest on Steam – so if you own Letter Quest, check your Steam library and you should now own Letter Quest Remastered! We hope you enjoy the game! For more details check out Letter Quest Remastered on Steam – The Bacon Bandits

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Letter Quest is now available on Steam!

Posted by on Nov 21, 2014 in Featured, Letter Quest | 0 comments

Letter Quest is now available on Steam!

Letter Quest is now available on Steam! Features: – 52 Steam achievements – 24 leaderboards – Steam Cloud support – Steam trading cards – keyboard support – type the words that you want to spell instead of clicking them with the mouse! Letter Quest Steam Store Page We hope everyone enjoys Letter Quest! It’s been a long road to get here, and we’re so excited to have our first game on...

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Another Greenlight Update

Posted by on Aug 21, 2014 in Business, Greenlight, Letter Quest, Steam | 0 comments

Another Greenlight Update

Hi everyone! Last time I wrote about Letter Quest’s progress on Steam Greenlight it was about 66% of the way to the top 100, and that was about three weeks ago. A lot has changed since then! Due to the help of some really amazing people at a couple of popular Steam Groups, we’ve gotten so many more votes. We’re currently sitting at #67 on all of Greenlight!! Most people think that another batch of games will be chosen soon, possibly tomorrow, so we’re hoping Letter Quest gets included…which would be so amazing! Here’s what our current stats look like, and as a funny thing to note, seven hours ago we had around 5100 yes votes and were 99% of the way to the top 100 – it’s been an amazing day so far, and it’s only lunch time: And here’s the real crazy bit, our progress since we started, look at the crazy spike so far today: If you can’t tell, we’re thrilled about all of this! We’ve been working hard for…oh my, 132 days it says on those charts…trying to get Letter Quest noticed. It’s finally happening! We want to offer our sincerest thanks to everyone that has helped spread the word, voted, tweeted, retweeted, shared, and otherwise mentioned Letter Quest. Here’s hoping it will get onto Steam soon and will do well enough that we can afford to make more games! If you haven’t voted yet, please consider doing so here,...

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Steam Greenlight Update

Posted by on Aug 5, 2014 in Business, Letter Quest, Steam | 2 comments

Steam Greenlight Update

I wanted to update everyone on our progress on Steam Greenlight. This was written on August 5, 2014, and we’ve made a lot of progress in the last week! According to Steam’s stats, we’re 66% of the way to the top 100. A week ago we were only 50% of the way there! Valve recently approved another batch of Greenlight titles, although this time they only chose 50 (the last several batches have been 75 games each). I also noticed that a lot of the games that had been in the top 20 didn’t get chosen this time…and most of those had done “vote and get a free copy of the game” giveaways, so maybe Valve has noticed and isn’t approving games that use that tactic? I am curious about something though, because it doesn’t make very much sense to me. Here’s the current chart of our progress on Greenlight, compared to several of the current top games: Notice how the top #100 item (the darker blue line) is actually less/lower than our line (bright green) at the end…so I’m not sure how we’re only 66% of the way to the top 100 if we already have more yes votes than the #100 item? I’m thinking that Valve is not just basing the top 100 on votes, but if that’s true, then I’m not sure what other criteria they’re using, or why we keep climbing up 1% for every 50 or so votes that we get. 😉 Anyone else noticing the same thing? Hopefully we’ll keep up our current momentum, and get some more coverage about Letter Quest so that we can bring it to Steam soon! If you have a moment, consider voting for Letter Quest on Greenlight....

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Letter Quest Price Change on PC and Mac

Posted by on Jul 25, 2014 in Business, Letter Quest | 6 comments

Letter Quest Price Change on PC and Mac

First off, a huge thank you to everyone that has purchased Letter Quest so far! We really appreciate your support, and we hope that you’ve been enjoying the game! As some of you may have noticed, we recently decreased the price of Letter Quest. We put a lot of time and effort into this decision, and have been stressing over it for many days. And before the initial release, we put a ton of time into choosing what we thought was a fair price. I can honestly say that I’ve been losing sleep over the decision for a few days. Let me explain how we’ve approached pricing (and if you’d like to know what we’re doing/offering for people that already bought the game at $7.99, please click here). When we decided upon our original price of $9.99 for the PC and Mac version (which no one has ever paid, the game has been on sale for $7.99 since day 1), we looked at many factors, including: Letter Quest was a mobile game first, and is free on iOS and Android, with a $2.99 purchase to unlock all of the additional weapons, tilesets, and Rose (ie: the “full game”) For the desktop release, we made a huge amount of changes. What are other indie games like ours charging? What are other games charging that also were originally mobile games? All of the desktop changes took nearly 4 months of full-time work. We think that Letter Quest on desktop feels like a desktop game now, not a mobile port. So we felt justified in asking $9.99 for the game, and did a lot of research into other indie titles that released in the last 6 months, looking at the quality of their artwork, length of the game, how long the dev time was, etc. – basically anything we could use to gather info and help us with our decision. We found that $9.99 was a very common and seemingly fair price for a game like ours. Unfortunately we have realized that (based on some people’s feedback and the fact that the mobile version exists) Letter Quest will always be seen as a “mobile port brought to desktop”, even though it barely resembles the mobile version anymore. And so a lot of people see it that way, and can’t justify paying the $9.99 price (or even the $7.99 sale price). Add to that the fact that “word games” in general seem to be a hard sell these days, and it started to become clear that our price point just wasn’t going to work. Also, I personally emailed over 40 members of the press about the Letter Quest release, most of which I emailed two weeks before the game’s release (I would have loved to have given them more notice, but the truth is that I’m out of money, and couldn’t afford to sit on a finished game for any longer without any sales revenue), and ended up getting zero coverage. Not a single mention anywhere. No reviews. No news posts. No previews. Nothing. We’re not sure what happened, maybe my email wasn’t very good (although I also emailed tons of press about Letter Quest on mobile back in February and got a lot of coverage, and people even mentioning that they loved...

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Letter Quest PC and Mac Changes

Posted by on Jul 25, 2014 in Design, Dev, Letter Quest | 0 comments

Letter Quest PC and Mac Changes

As most of you are already aware, Letter Quest started off as a mobile game. We have had plans on making it a desktop game since the beginning, but started with the mobile version since we could complete it more quickly. Many people have been asking what changes we made for the desktop version, so we decided to share the full list of changes…be warned, this is a huge list!! Added proper resolution support Added incredibly high resolution textures (that look fantastic even on a 4K monitor!) Added 3 save slots so that multiple people can play on one copy of the game Added an entirely new “expert mode” that changes a bunch of things in the game, and is incredibly difficult, which a lot of players asked for Added 7 (technically 8, but that’s a secret, shhh!) story comics to help explain Grimm’s journey Added key bindings (this isn’t really feature-worthy, but is worth mentioning since a lot of so-called “mobile ports” don’t even bother, which we think is ridiculous!) Rebalanced the entire game to be feel a lot better since there are no in-app purchases or gem doubler available Tweaked the difficulty of most stages, monsters, and challenges Reworked the entire game UI, including a lot of custom UI (in battle the entire UI is changed, with a lot more details visible like your best words, previous word, monster details, etc.), and we actually had to go through and resize every bit of UI by certain amounts because unlike some cheaply-done mobile ports, we realized that simply scaling a mobile game up to desktop resolutions would make all of the UI huge and awful…so a good 95% of the UI was scaled down by various amounts for the desktop version Created a whole new map that has distinct areas Created 4 additional sets of background art, one per area (the mobile version only had the one set of bg art for the whole game, the haunted house) Added 4 additional music tracks, one per area (the mobile version only had one song for all stages) Included the entire soundtrack with every purchase, along with custom front and back cover art, and custom disc art that is printable in case you want to make up your own Letter Quest music CD Added 4 high resolution 2560×1440 desktop backgrounds, and 9 custom avatar images for use on forums, websites, profiles, etc. Added the definitions of over 160,000 of the 190,000+ words in the game’s dictionary, and allow the player to view the definition of any word that is currently spelled out, as well as automatically showing the definition after each word is submitted Added mouse-over highlights to every button and clickable object in the game, except for the letter tiles in battle, since that is really nice to have on PC Added the ability to disable the anonymous statistics that the game gathers, since a few players mentioned that they don’t like having that in a game (although we can tell you that they are completely anonymous, and the biggest use we have for them is actually to log when crashes happen so that we are able to fix bugs, as well as telling us which operating system and resolutions are being used, again so that if there are...

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Letter Quest now available on PC and Mac!

Posted by on Jul 18, 2014 in Featured, Letter Quest | 0 comments

Letter Quest now available on PC and Mac!

Letter Quest is now available on PC and Mac from the official site at www.letterquestgame.com. We’ve been working hard to bring you the best version of Letter Quest yet, with story comics, multiple areas, a brand new map, more songs, an expert mode, and much, much more! We hope you enjoy the full version of Letter Quest!

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