Echoes of Aeons - Our 2d Action RPG - Is now available for iOS after 8 years in development!!!!

AlchimiaStudiosAlchimiaStudios Member, PRO Posts: 1,067
edited April 29 in Announce Your Game!

Wow, surreal to be writing this but after 8 years Echoes of Aeons has been released!! It has been a crazy journey and I just want to thank all of GS forums and users for the support and help (especially early on) thorough-out the development of this game! Also shout out to @adent42 who has been so great about keeping GS updated lately allowing us to launch!

Would love for you all to try it out! You can pick it up on the app store link below.



🤩😍😁

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Comments

  • adriangomezadriangomez Member, PRO Posts: 139

    Are you using tiles? How do you line up the tiles? Anyway. I am buying it now.

  • AlchimiaStudiosAlchimiaStudios Member, PRO Posts: 1,067
    edited April 29


    Thanks! We're not using the tiling features of GS (well, in one stage we do for a lava BG) but generally we are using 1024 or 2048 texture cutouts and assembling manually while also being conscious of ram usage per scene. In battle areas we just use these assets very specifically so they can be repeated/replicated to make a large stage while seeming to be unique assets.

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  • Braydon_SFXBraydon_SFX Member, Sous Chef, PRO, Bowlboy Sidekick Posts: 9,042

    Amazing! 8 years! Will check out this evening!

  • AlchimiaStudiosAlchimiaStudios Member, PRO Posts: 1,067
  • glessnrdglessnrd Member Posts: 5

    Been playing a bit, great experience so far. On a (somewhat) side note, I see the game was published by CMS! Why go that route instead of self publishing? Are there any benefits to going through them?

  • AlchimiaStudiosAlchimiaStudios Member, PRO Posts: 1,067

    Thanks! We actually signed with them many years ago when we we're early in development. CM has provided us with marketing/promotional services and has contacts at various outlets/Apple to try and give the game a better chance at success in terms of visibility. The premium mobile market is very tough right now, but unfortunately since I have no comparison, I have no idea how self-publishing would have gone vs. this route since we already we're committed to this.

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  • glessnrdglessnrd Member Posts: 5

    Interesting. I’m assuming that they take a share of the profits as well?

  • UltraLionBluUltraLionBlu Member, BASIC Posts: 89

    Seems like a good job, congratulations! For Android nothing?

  • AlchimiaStudiosAlchimiaStudios Member, PRO Posts: 1,067

    Would love to, but the game is 3GB so would need expansion files.

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  • UltraLionBluUltraLionBlu Member, BASIC Posts: 89


    Aaah right! I would have liked to play with it, however you may already know, in June it should have fixed this problem, so you should also be able to publish for Android!

    I would like to make a game probably not 3 GB but still more than 100 MG, this is because I will have a person for the drawings and it will be easy to overcome the limit.

    Then congratulations again!

  • AlchimiaStudiosAlchimiaStudios Member, PRO Posts: 1,067

    Yeah art adds to the size quite a bit for sure. Well, looking forward to it then. Thank you!

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  • UltraLionBluUltraLionBlu Member, BASIC Posts: 89

    I have a curiosity, how many attributes and actors have you used in all? To get an idea of how they can behave in a big project.

  • bob loblawbob loblaw Member, PRO Posts: 567
    edited May 17

    looking at the trailer, i’m guessing you used some techniques involving layering black magic fkery? (ie. you have multiple sprites for each character constrained to each other that display depending on where they are relative to other actors to give a 3d effect).

    regardless, it looks impressive on the trailer, and is a great example of what can be done with gs.

    good luck with it!

  • AlchimiaStudiosAlchimiaStudios Member, PRO Posts: 1,067

    Thanks! Yep, Gamesalad's weakest point in my opinion. You'd think you could move an actor to another layer or layer position in real time, but not in GS! But yeah, that's exactly what it is, one character has a "front" and "back" sprite constrained to the master movement actor, the other is always middle.


    We do this with environments also sometimes (tried to avoid as much possible though) and that one is even more sprites because we have two characters with three layering positions, so we need 4-5 actors to compensate. Ugh.


    Thousands! 3,677 actors to be exact. Hundreds of attributes. Several tables that are 999x200 or 999x500, etc. Tables are honestly the strongest point in GS. I wrote a sort of puesdocode system that reads numeric sequence values from tables to execute pre-defined behaviors to do things like control cut scene sequencing, or initiate a dialogue tree, or start merchanting. We did have to plan carefully when designing systems to maintain performance. Things like making sure code only runs when called, or using change attributes when a constrain would be easier, because too many constrains can add up, etc.


    The project is definitely not fast to load or work in, but GS does seem to handle it ok for the most part.

    Follow us: Twitter - Website

  • UltraLionBluUltraLionBlu Member, BASIC Posts: 89

    Yes, unfortunately the question of the levels has led me to abandon some projects, the system of multiple equal constrained actors discouraged me, after all I still have to make the first game.. I will already do a job big enough to make something that I like first of all , but not so complicated.

    I've seen different parts of gameplay on youtube and it's a great job

    However, it is a relief to know that large quantities of actors and attributes can be inserted into the game, thanks for the reply

    bye!

  • LumpAppsLumpApps Member Posts: 2,878

    Wow! Amazing. 8 years is a long time. Great achievement. Congratulations!

  • BlackCloakBlackCloak Member Posts: 28

    Big congratulations on the launch of the game. Beautiful art, just picked up a copy love to support GameSalad developers.

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