Guillaume

48 Hours “French Indie Sale” on Steam!

Hi there!

A special 48 hours sale is live on Steam, putting under the spotlights 15 games made by french studios. It’s called the “French Indie Sale” and it will last until Sept 19 at 10am PST!

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Here is the full list of the games, and their percentage off (from 25 to 80%) !

Hope you’ll discover some games from our country!

Guillaume

We are all in! (60% off)

all-in

Hey, just a quick post to let you know that both Blocks That Matter and Tetrobot and Co. are 60% OFF on Steam this entire week (as part of the Weeklong Deals)!

This is to celebrate the public Workshop release for Tetrobot and Co.

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…and the Linux support for Blocks That Matter!

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You can also purchase the games from IndieGameStand (here and here) or on itch.io (there and there) and OF COURSE on the Humble Store (hey!, ho!)!

Please spread the word! As this is no secret this sale will mainly help fund our next game, Seasons after Fall!

The sounds of Tetrobot: from XACT to Unity

This article will expose how we handled the sounds and musics in Tetrobot and Co. using Unity Engine and some duct tape!

But before we start, let me tell you that all the musics and sounds effects were crafted by our dear Yann “Morusque” van der Cruyssen!
While reading this, you can listen to the Tetrobot and Co. soundtrack on Morusque’s Bandcamp.

XACT as a source of inspiration

Before building Tetrobot and Co. with Unity, our previous game (Blocks That Matter) was powered by the Xna Framework. This framework comes with a tool called XACT. It is an audio tool that allows sound designers to import their raw audios and build the sound effects that will be integrated in the game.
The effects can be more or less complex. For example, the “jump” sound effect in Blocks That Matter was made of 4 different sounds playing at the same time. 2 of them were grabbed randomly in a list of 36 .wav files. A random pitch variation was used on 2 other sounds to hide repetitions when jumping over and over again.

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Using XACT was great because Morusque was able to work autonomously by building the audio database and adding simple but useful effects. On the game side, we were able to integrate this database very quickly. It was a matter of creating some built-in XNA objects, loading the audio database and calling soundBank.PlayCue(“name of the effect”) in the code!

We really wanted to have a similar tool in Unity. The following paragraphs describe how we managed to do that.

Continue Reading

Tetrobot and Co. Level Editor Steam Workshop Beta is live!

Hi there!

We’ve just launched the Steam Workshop Beta for Tetrobot and Co.!
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Here is a little FAQ, to answer the questions you may (or may not) have:

 

1/ What should I do to enter this Beta?

You just need to launch your Steam client, wait for Tetrobot and Co. to update and launch it! That’s it!
You can check that the version on the main menu is something like “1.1.x” and you’re good to go!

 

2/ What can I do in this Beta?

Well, you can create your own levels, complete with all the blocks and features used in the main game! And of course, you can share your levels through the Steam Workshop. You can recreate all the levels that you encountered in the game and much more!

IMPORTANT NOTE: if you’re running the game under Mac or Linux systems, we are currently facing an issue that will prevent you to download/upload items to the workshop. But you can still able to get your hand in the level editor, locally. Once the issue will be solved, you’ll be able to upload your creation to the workshop!

 

3/ Will you allow us to create custom language files (i want my game in 1337!)?

We can’t confirm it for sure, but it’s definitely in our mind, yes!

 

4/ Is the editor more user friendly than the one in Blocks that Matter?

Well… YES!
We put a lot of efforts improving the editor. In Blocks that Matter, the editor was released with the exact same level of “polish” that it was during the production of the game (i.e. none!).
With Tetrobot and Co., we decided to delay the release of the editor to make it clean and shiny!

 

5/ Is there any tutorials to understand how the editor works?

Even though the editor is as intuitive as OSX, we’ve published some official Steam guides for you, and in the future we will centralize any relevant information in this thread.
If you encounter any issues, please report them in this other thread.

 

6/ Will you release the in-game level editor for the DRM-free version?

We will allow you to create levels locally for sure. But we still need to find a good alternative to the Steam Workshop to store the user generated content!
The Beta will only occurs on Steam, because it is the fastest way for us to update the game depending on your feedbacks.
If you purchased the DRM-free version on our website (or the Humble Store), you should have a Steam key that can be used to participate to this Beta!

 

7/ Anything to add before I jump into this beta?

Only one thing: Psychobot is waiting you to unleash the love, the love of blocks!

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Tetrobot and Co. now DRM-free (and 50% OFF)

It’s about time!

Tetrobot and Co. DRM-free version is now available on the Humble Store!

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But wait, there’s more!
You still have a little more than 1 day to grab it with 50% OFF discount!

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Spread the word!

If you’re not convinced by the game, you can always check the “Review Round-up” we published earlier.

When you grab the version on the Humble Store (or the Humble Store Widget), you also get access to a Steam version of the game (Windows/Mac/Linux). By the way, the Steam version is also 50% OFF for the same remaining amount of time!

We are trying to deploy the game on more digital platforms. If you think of a digital platform you’ll love to see Tetrobot and Co. on, feel free to share it with us in the comments!

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