We survived, we launched, people are doing awesome stuff with it. We've got some bugs (many fixed,) and a patch in the works, but it's all looking quite good.
Here's to all our new friends...
Sorry for asking this again Matt but are you guys planning on an update that can give us online multi-player to create and play levels together?Cause if you do EVERYONE will go nuts and form groups of people to make huge level and creativity will go wild!
I think Matt said it's not even possible on the fan forums... :(
No matter if we have workarounds like sharing with a central gamertag, the fact remains; this is REALLY holding Kodu back, a lot. It's such a shame :(.
MS why can't you put more time and money into this project!
Maybe if it sells well they'll add a server. Heck, even if they have to limit it to like 1-3 game uploads per person, that would be better than nothing.
@Sophist526: Oops, read your comment wrong. That would be cool, but I don't think it would be possible either :(.
Thanks for the desktop, I pimp mine proudly as we speak.
I bought the package of course.
Well done you lot.
Simon-john Roberts
And again, when will it release for PC?
@gamers unite:they have stated that they have no release date AT ALL :( they had there hands full with the 360 version Sorry.
So sad to hear that its not gonna go to PC
something that is really bothering me is that is a community game so i cant buy it outside usa, im from mexico and we dont have the community games tab so this is a very frustrating situation, please deliver this in xbox live arcade so we all can have fun!!
Awesome, I'm glad it's all going well.
As for that patch, I have 7 requests:
1) More pages of Kode per object (Like, 20-30) so we can make more complex objects. To not confuse the player, just start all objects with 6 and then have an 'Add Page' button. With the current 6 pages it's hard to make complex AI.
2) More tiles per Time/Score command/trigger. Currently you can only make certain numbers with 3 tiles, so either we need to be able to type our own numbers in or be able to put as many tiles as we need in. Currently, score wise, you can only have it detect 17 evenly placed numbers.
3) More colours, or a way to track more than 12(I think it's 12 at the moment...) scores. Scores are very, very useful, but the fact we can't use that many is very limiting.
4) An 'And' qualifier, to allow more than one trigger/command per line. [WHEN Score, Blue, 1 AND Score, Red, 1 DO Add, Red, 100 AND Subtract, Blue 100] - completely random but you get the idea...
5) A probability IF tile, mainly to be used after AND, like so: [IF Shot hit, Fish AND Probability, 10% DO Stun, It]
6) Another tag and another tab when on the Load screen 'Empty Worlds', some people have been saying that the Landscaping is a pain, so I was thinking that any levels saved that do not contain any objects (aside from Paths/Walls/Flora/Etc (No Trees)) would automatically be tagged as 'Empty' and put into this category. That way people can use this pre-build landscapes and *just* worry about the game, not having to landscape.
7) A 'Start Empty World' button at the top of the Main menu.
Numbers 1, 2, and 3 are the priority, at the moment they are -really- limiting what we can do, and are probably pretty easy to overcome. The rest aren't that important, but the AND qualifier would be really really really awesome. Probability would be very nice as well.
-Josh/El Bishi
Oh, and being able to map the D-pad, and make something trigger when a specific button is NOT being pressed (to allow toggles)
@Sophist526: WHAT!?!?!?!? NO PC RELEASE!?!?!?!? Guess like I need to convince my parents to get me a 360 a whole lot more. I've been waiting for this to come out. But luckily, I've made my self a Xbox account and a GamerTag just in case. And @Simburgur, you make a good point for mapping the D-pad and the toggling stuff, but when i watched a video about the CES 09, Sparrow made a factory and programed it to where it would make a light every 10 seconds and close a second after that. The Kode is: Line 1: WHEN: timer; 10 seconds. Do: create; light. Line 2: When: timer; 10 seconds. Do: Open. Line 3: When: timer; 10 seconds; plus 1 second. (You know, 11 seconds) Do: Close. This is a very good example that you can make something toggle. (well, not really, but its an example)
@gamers unite:They are still going to release it on the PC(i think),its just that they had their hands full with the 360 ver that they didnt have time to complete it right after the 360 release.It'll take some time but im sure it will be release soon.
hi mattmac. I just wanted to ask if you could add something to your patch. In the X option menu, I would like to be able to turn off that yellow glow that occurs when a bot runs into something. I'm making a maze/fps game and every time i bump a wall when I turn a corner that glow occurs. I was going to write the glow into the story for my game, but I would still like to be able to turn it off.
@gamers unite:Mattmac has said this in the secret glyph code post "Honestly, we've been so busy with the xbox version we haven't had time to build out the PC release plan. It is in beta with schools now (that's what we have permission for) but we don't yet have the plan 'baked' for releasing publicly. We want it out there!"
@Darth: Agreed, I already said to Mark that all the automatic glow effects (impact, heal, damage, etc) need to be optional.
Hello, I have a suggestion for the World Settings, the gravity direction, top, bottom, North, South, East, West. I am trying to do a pinball game, simulating gravity with a go towards but it's not really satisfying. A south gravity with every other bot frozen so the can't move would be great.
Hi guys simple request..
Can we decouple the Limit tile.
I was writing an air hockey game and wanted to stop the user crossing the centre line... The obvious way would be when over terrain(centre line material). Do limit (east)
At the moment I can only limit east and west...
Alternatively quite useful option would be, when over terrain... move away from
Yeah decoupling the limit tile would be good for airhockey and lots of other games. I've run into the same problem.
you've tried when on terrain move east? It sort of works, kind of bounces your bot backwards depending on how fast you're moving.
First of all thanks for making this game/tool.
Me and my 6 year old son have enjoyed alot of time creating things.
I would like to ask if it's possible to patch in a few things.
1) to limit shooting to a horizontal line in the same way as movement like east/west so you dont shoot at the screen when turning round in sidescrollers.
2)switch the free camera controls so left tooks left and right looks right instead of reversed.
3)the reset+world option keeps resetting my scoreboard when the option clearly states that the score remains the same and only the world is reset.
4)to limit ground brush movement to a single direction to get perfectly straight lines
There are probably others too and I apologise if these have already been asked for.
Keep up the good work!
Awesome comments, folks - I'm mostly on vacation today, but you can be sure we are noting each and every request. Many are quite easy, given enough test time.
It's fantastic to see people are pushing it beyond what we have seen before. Bravo! Let's see some Kodu design blogs, more movies, more stills - are people starting to work more with lights and intricate looks?
I shared out a sub starter level on KoduGameShare - I've got a much more sophisticated one finished on my retail box. I'll look for someone online this weekend to hand it off too.
Also, would be great if people can make and share more "technique: ..." levels - showing how to achieve specific effects, but within a simplified context.
You should check out the Real Time Strategy game I made, mattmac. I sent you a friend request and would like to share it with you when you have the time. :)
So far so good, although there are some things that definately be addressed if you are to actually make a worthy game in some of the major game categories.
IE: Strafing---- a first person shooter is near impossible with out strafing, epsecialy when the a.i can pick you off coming around the corner and shoot before you even show up on screen...
Their really needs to be the inclusion of a humanoid character also, and the ability to make items bigger and smaller.....
last but not least possibly the inclusion of better conversation system....
liketalk to red kodu, 1 time, and then the red kodu have the ability to respond and for each respons the other chharacter also able to respond, without having to do it time based and what not....
all in all great game/Creator tho
@Matt: I'm spending ages making the spells look and sound awesome in Kodablo (The fire guy is now done and bootiful), it just adds to the fun :)
I lack a cap card so I won't be able to do any decent quality films :(
Once patch 1 is out Kodablo will include alot of tutorials on how to do stuff, but atm that text bug just kills it :P
I have a big problem:
when I try to share something,
my xbox return an error and after crash to dashboard.
this is the text on error:
____________________________________________
The character '...' (0x2026) is n
in
Microsoft.Xna.Framework.Graphics.SpriteFo
nt.GetIndexForCharacter (Char Character)
nt.InternalMeasure(StringProxy & text)
nt.MeasureString(String text)
in Boku.UI2D
___________________________________________
I can only push OK button and after it crash to the dashboard.
I have try to redownload the game, but the error return every time.
Have solution for this error?
scuse me for my poor english
@Colax Myself and a few others have received the same message multiple times. I've lost 3 levels because of that (even after saving iterations as I go) and there's no way to reverse it except to start over. I'm sure they're fixing that in the upcoming patch.
One thing I would love to see in a patch is:
1) Some sort of inventory system where When:bump Do:Grab, Remember or something like that. It's difficult trying to make an RPG type game where you have to complete quests in such a linear fashion. If my character could "remember" that it has certain items in his possession, that would make my life a heck of a lot easier.
2) Have two available lines of pages simultaneously. For instance, I want to be able to do all my basic movement, music, text, and interaction koding on one level, but have the pages turn for that section only. Then underneath have a separate sheet divided by a line or something that denotes entirely different behaviors, such as keeping track of scoring (for leveling up) and switching to a new page with different weapons and health available. It's just super difficult trying to program ALL my interactions on one page, just to find out if I still want to move using the <LS> I have to copy over EVERYTHING into the new page with the upgraded weapons and such. It makes trying to cram complex code into one sheet impossible (or even 6 for that matter. I'm only halfway done with the quests I want my character to do and I've taken up 4 pages already).
3) I agree with the text bubble vs. conversational styles desire. IT would be nice to have the option to have characters say different things to you depending on what you've already triggered them to say (like a sequential conversation where you don't have to switch pages, just require the character to say something in between and it keeps track of what order it is in the sequence).
4) I'm also having tremendous trouble trying to make things happen ONLY ONCE. For instance, one of my quests involves gathering apples into a bin (the puck). This gives the player hidden blue score points. Once the score reaches 50 (10 points for each apple dropped in the bin - 5 apples), the quest giver drops a glowing heart for me to pick up when I return to him. The problem I keep running into is that that piece of kode can't delete itself after it occurs. Instead, I'm left with having him drop a heart every time I'm close to him. I could probably give him a full 6 lines of kode for this one quest, but I wanted to be able to give him more quests for my character (since most of my budget was spent populating the world and making it look right).
Anyway, I haven't been able to stop playing Kodu since I got it. Truly a phenomenal game tool. I find myself sketching out level designs and writing out lines of kode next to the picture for the conceptualized scenarios. Keep it up! I can't wait to see what updates are in store for us!
-Scott
P.S. Plug for a humanoid type character and better FPS camera controls!
I'm sure you guys probably have a policy about using ideas by other people, but please just check this concept I made out. It would be a great addition to the Kodu characters. img135.imageshack.us/.../conceptbot.png
Please put one with similar mechanics in!
<3 you guys and Kodu!
@dakkon597
Today i have try another time and I have resolve it:
1) Is important set almost one world "shared" (the image of the world appear a blue up-arrow)
2) you can now share...
sorry for my bad english...
@kodufanboy Pretty good concept and lots of logical explanations.