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	<title>network of ninja // devblog</title>
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	<link>http://networkofninja.com/devblog</link>
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	<pubDate>Mon, 06 Jul 2009 06:06:54 +0000</pubDate>
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		<title>Cyber Recession Warrior: Edgar is now Live.</title>
		<link>http://networkofninja.com/devblog/?p=123</link>
		<comments>http://networkofninja.com/devblog/?p=123#comments</comments>
		<pubDate>Sat, 04 Jul 2009 23:53:15 +0000</pubDate>
		<dc:creator>scott</dc:creator>
		
		<category><![CDATA[announcements]]></category>

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		<description><![CDATA[Whoops.
That last post was a lie.  No 12 hour notice.  Sorry about that.
Since the fine folks at Mochi don&#8217;t take holidays off, we&#8217;re now live.  The game is spreading fast, to game portals I&#8217;d never heard of, so it&#8217;s time for us to play a little catch up and make sure our friends hear it [...]]]></description>
			<content:encoded><![CDATA[<p>Whoops.</p>
<p>That last post was a lie.  No 12 hour notice.  Sorry about that.</p>
<p>Since the fine folks at <a title="Mochi" href="http://mochiads.com">Mochi </a>don&#8217;t take holidays off, we&#8217;re now live.  The game is spreading fast, to game portals I&#8217;d never heard of, so it&#8217;s time for us to play a little catch up and make sure our friends hear it from us first.</p>
<p>Special thanks to Danny B. for the amazing score and Allyn McElrath for the character art.  The game wouldn&#8217;t be what it is without their work.  Just as important, a lot of fine folks provided testing and feedback, all of which helped us immensely.  Games are hard.</p>
<p>Hopefully you like it as much as we do.  Go play it!</p>
<p><a title="Cyber Recession Warrior: Edgar" href="http://www.networkofninja.com/edgar">Play Cyber Recession Warrior: Edgar</a></p>
<p>Now if I can just find a way to make sure all of the hosts use the proper resolution&#8230;</p>
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		<title>Presenting Game #001</title>
		<link>http://networkofninja.com/devblog/?p=96</link>
		<comments>http://networkofninja.com/devblog/?p=96#comments</comments>
		<pubDate>Thu, 12 Mar 2009 21:41:38 +0000</pubDate>
		<dc:creator>schild</dc:creator>
		
		<category><![CDATA[announcements]]></category>

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		<description><![CDATA[After many months, the game has a name (which makes it real). We promise to show it at LEAST 12 hours before it&#8217;s publicly available. For now though, wallpaper:

Cyber Recession Warrior: Edgar
]]></description>
			<content:encoded><![CDATA[<p>After many months, the game has a name (which makes it real). We promise to show it at LEAST 12 hours before it&#8217;s publicly available. For now though, wallpaper:<br />
<center><a href="http://www.networkofninja.com/wallpaper/003.png" target="_new"><img src="http://www.networkofninja.com/wallpaper/003_thumb.png" border="0"></a><br />
Cyber Recession Warrior: Edgar</center></p>
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		<title>Something Inspirational</title>
		<link>http://networkofninja.com/devblog/?p=77</link>
		<comments>http://networkofninja.com/devblog/?p=77#comments</comments>
		<pubDate>Tue, 10 Feb 2009 00:28:41 +0000</pubDate>
		<dc:creator>schild</dc:creator>
		
		<category><![CDATA[off-topic]]></category>

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		<description><![CDATA[
A totally gutted quote from Shigesato Itoi, the creater of Mother (AKA Earthbound, AKA We&#8217;ll Never get the Third One Legitimately so Play the Translation):
A game isn’t something that can be made by one person alone. Well, it’s possible that a really hard-working game creator could finish a game all alone, but even then he [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.networkofninja.com/images/schild/banner_post3.png" style="float:center"></p>
<p>A totally gutted quote from Shigesato Itoi, the creater of Mother (AKA Earthbound, AKA We&#8217;ll Never get the Third One Legitimately so Play <a href="http://mother3.fobby.net/" target="_new">the Translation</a>):</p>
<blockquote><p>A game isn’t something that can be made by one person alone. Well, it’s possible that a really hard-working game creator could finish a game all alone, but even then he would still need a player.</p>
<p>Games grow and mature when they’re created, played, and conveyed over and over&#8230;</p>
<p>&#8230;The truth is, in the end, the player is the one who completes a game’s creation.</p>
</blockquote>
<p>Original (and full) quote can be found <a href="http://earthboundcentral.com/2009/01/one-year-after-mother-3/" target="_new">here</a> [earthboundcentral.com].</p>
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		<title>When is a game a game? Also, we&#8217;re alive.</title>
		<link>http://networkofninja.com/devblog/?p=65</link>
		<comments>http://networkofninja.com/devblog/?p=65#comments</comments>
		<pubDate>Mon, 09 Feb 2009 23:47:50 +0000</pubDate>
		<dc:creator>schild</dc:creator>
		
		<category><![CDATA[commentary]]></category>

		<guid isPermaLink="false">http://networkofninja.com/devblog/?p=65</guid>
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It&#8217;s a fairly good question, I think. When does a game become a game? When you first come up with the idea? After the tech demo? Perhaps once feedback and advancement appears during &#8220;gameplay.&#8221; Through the course of development, there have been lots of times where Scott and I said &#8220;Holy shit, NOW it&#8217;s a [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.networkofninja.com/images/schild/banner_post2.png" style="float:center"></p>
<p>It&#8217;s a fairly good question, I think. When does a game become a game? When you first come up with the idea? After the tech demo? Perhaps once feedback and advancement appears during &#8220;gameplay.&#8221; Through the course of development, there have been lots of times where Scott and I said &#8220;Holy shit, NOW it&#8217;s a game!&#8221; But you have to wonder, when did that actually happen? Was it really not a game before? Which one of them is correct? In our case, it was the moment we basically hit feature completion and had a save system in place. And I quote:</p>
<p>Scott: I know we&#8217;ve said this a lot<br />
Scott: but saving and loading<br />
Scott: &#8230;<br />
Schild: ok<br />
Scott: it&#8217;s a game!<br />
Schild: jajajajajajajaja</p>
<p>Turns out, he was right. All those other times we said it, it wasn&#8217;t a game. It was just a work in progress. I&#8217;m pretty sure most developers have that moment where life is finally given to &#8220;that thing&#8221; they&#8217;ve been working on so long. A watershed moment, perhaps. It&#8217;s also amazing how fast something will fall together. We went from what couldn&#8217;t be called more than a tech demo to something that is legitimately &#8220;a game&#8221; in roughly 2 weeks. I think we both fully understand now why so many projects are dropped before that crucial &#8220;thing&#8221; happens. Where all of the art and programming and design falls together to result in something that is tangibly &#8220;playable.&#8221; Sure, we could &#8220;play&#8221; it before, but we really couldn&#8217;t <i>play</i> it if you know what I&#8217;m saying.</p>
<p><img src="http://www.networkofninja.com/images/schild/insert_post2.png" style="float:center"></p>
<p>With all of that out of the way, I suppose I can say we&#8217;ve made it past the hardest hurdle in the lifecycle of game development. It&#8217;s really a point of no return, and I would wager every developer out there knows what I&#8217;m talking about. With roughly - and I&#8217;m guessing here - a few more weeks of tweaking, balance, and bug-fixing (and the addition of sound, haha!), we may actually have something to show the public at large.</p>
<p>Maybe we&#8217;ll have a proper beta in a bit, maybe not. It&#8217;s not exactly an MMOG or some AAA PC Game, so it may just be something we let out of its cage and see what happens. For now though, I just wanted to assure you that we&#8217;re alive, decently fed, and still working, but updating the blog is and will continue to be one of our lower priorities. </p>
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		<title>Tiny Hells: Pixel Art</title>
		<link>http://networkofninja.com/devblog/?p=42</link>
		<comments>http://networkofninja.com/devblog/?p=42#comments</comments>
		<pubDate>Mon, 19 Jan 2009 21:39:34 +0000</pubDate>
		<dc:creator>schild</dc:creator>
		
		<category><![CDATA[commentary]]></category>

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		<description><![CDATA[I can only hope that anyone reading this has never had the &#8220;unique experience&#8221; of providing pretty much all of the art for a reasonably in-depth game. Particularly if that game is:
1. Isometric.
2. Limited in palette (self-imposed, I must admit).
3. Limited in size (as in, the actual resolution of said game effecting the size of [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.networkofninja.com/images/schild/pixel.png" style="float:right">I can only hope that anyone reading this has never had the &#8220;unique experience&#8221; of providing pretty much all of the art for a reasonably in-depth game. Particularly if that game is:</p>
<p>1. Isometric.<br />
2. Limited in palette (self-imposed, I must admit).<br />
3. Limited in size (as in, the actual resolution of said game effecting the size of each asset).<br />
4. An RPG of any kind.</p>
<p><img src="http://www.networkofninja.com/images/schild/recycler.png" style="float:left">Look, there&#8217;s no easy way to say this so I&#8217;ll just come out with it: Pixel Art is Hard. Not just &#8220;a little hard,&#8221; like trying to understand chinese checkers at the age of six. More like trying to understand the complexities of Go at the tender age of four.</p>
<p>While having rudimentary art skills is helpful, nothing particularly prepares you for the amount of time you&#8217;ll spend with the pencil tool (set to 1px) and paint bucket. While I&#8217;m loving the creation of the art for our title, I&#8217;m fairly certain I&#8217;m already well into about 10,000 (yes, ten thousand, that&#8217;s more than [or over] 9,000) pixels drawn, one by one, using said pencil tool. It&#8217;s slow, arduous, and a good deal more intricate than I expected. What&#8217;s worse, as I get better, it feels like the art is taking longer to produce as I&#8217;m not willing to compromise nearly as much anymore.</p>
<p><img src="http://www.networkofninja.com/images/schild/vending" style="float:right">So, we&#8217;re making a flash game and as I&#8217;ve revealed in this post, it&#8217;s lodged somewhere, quite firmly, in the RPG genre. Now, say it&#8217;s an RPG with a lot of items. Not just a &#8220;few&#8221; items, but like, way more than one would want to cope with as &#8220;the artist.&#8221; Add seamless tilesets, walls, flair, mobs, characters, the GUI, and animations into the mix and you&#8217;ll start to grok the sort of rabbit hole I&#8217;ve been buried in since September.</p>
<p>This may seem like some sort of big, whiny LJ type post, but I assure you it isn&#8217;t. I&#8217;ve learned a great deal in doing this and honestly, I&#8217;d recommend pixel art (as a style) to anyone making a flash game so you don&#8217;t end up with your typical, downright ugly vector graphics we see so often as people churn out title after title. At the same time, I&#8217;d be doing you a disservice if I didn&#8217;t warn you.</p>
<p>There are, of course, great reasons to do all of the art yourself. Everything will (stylistically speaking) be very cohesive. Sure, there&#8217;s only so many ways to do pixel art when everything is so small, but very little of our art is in the vein of NES blockiness. I&#8217;d like to think we&#8217;re approaching the late SNES era in what we&#8217;re doing, but you&#8217;ll be able to judge that for yourself when we finish. In additional, you&#8217;ll be able to make sure, that in any situation, you&#8217;ll be prepared to rework something to make it fit as you won&#8217;t be relying on anyone else - and I promise, you will get better as time goes on. Maybe, unlike myself, you&#8217;ll be able to produce art faster and more efficiently. Maybe not. No matter what though, you will get better and you will rework nearly every image at least once.</p>
<p><center><img src="http://www.networkofninja.com/images/schild/bed.png"></center></p>
<p>I suppose, the best two tips I can give are the following:</p>
<p><img src="http://www.networkofninja.com/images/schild/swords.png" style="float:right">1. When you screw up - and <b>you will</b> - do not be afraid of scrapping any work. The second time around, any given piece of art will almost assuredly be better, and all told, should take less time.<br />
2. Palette swapping is your friend. Sure, it&#8217;s cheap, but honestly, while graphics mean a great deal, they are not everything. For some situations, variety in function means more than variety in art.</p>
<p>I know I&#8217;ve been all over the map with this post. I started out telling you not to do what I did and then I closed giving you reasons to do exactly what I did. Really though, you&#8217;ll have to decide which road you take should you decide to jump into indie-gaming development head first. The payoff is worth it though if you&#8217;re working with great people (which I am) and eventually you&#8217;ll see all of your work spring to life. Of course, if you&#8217;re like me, you&#8217;ll lose all ability to be coherent after an 8-hour art creation binge. Excuse me while I go draw more very tiny things.</p>
<p><center><img src="http://www.networkofninja.com/images/schild/crawl.gif"></center></p>
<p>Addendum: As has been pointed out, 10,000 pixels it not a lot. I know. It&#8217;s a poor, poor joke. At the moment, we&#8217;re floating somewhere between 500,000 and 1,000,000.</p>
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		<title>We&#8217;re almost open!</title>
		<link>http://networkofninja.com/devblog/?p=38</link>
		<comments>http://networkofninja.com/devblog/?p=38#comments</comments>
		<pubDate>Mon, 12 Jan 2009 04:55:21 +0000</pubDate>
		<dc:creator>schild</dc:creator>
		
		<category><![CDATA[announcements]]></category>

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		<description><![CDATA[Almost!
In the coming days, things should start appearing here. For now, nothing. Not even annoying background music that you would just turn off.
]]></description>
			<content:encoded><![CDATA[<p>Almost!</p>
<p>In the coming days, things should start appearing here. For now, nothing. Not even annoying background music that you would just turn off.</p>
]]></content:encoded>
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