![]() ![]() Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: Matt hadn't stopped playing other games during these years, and they all helped to shape and grow this new vision of Ghost Song.Ī vision I hope you will enjoy in its completion as much as I have.Your IP address has been temporarily blocked due to a large number of HTTP requests. Even more options for including melee and different weapons were now a possibility. The animations could now be expanded upon. But so much MORE could be done by directly coding it. Unity has plugins to work visually, like Stencyl. The next years are spent learning to code. The engine was pushed as far as it could go, and Matt, burning the candle at both ends to make his dream a reality, had no choice but to start over. The game was already at least halfway done! But it was also necessary. It is an understandable, if regrettable choice. So Matt makes the tough decision to switch engines, communicating this to all the Kickstarter backers. ![]() And the more content and artwork and ideas he shoveled into the engine, the longer and longer it would take to compile, sometimes up to 45 minutes for each change! Instead of smoothly moving forward, working on the game was becoming frustrating. ![]() Fixing bugs was a struggle for this new developer. However, Stencyl just couldn't keep up with Matt. And that was all that mattered, with the weight of the fully funded Kickstarter behind him, and the growing coverage of his dark, yet vibrant take on the (for the time) neglected genre. Although shaken by the silent departure of his once-partner, he soldiered on dutifully creating all the artwork, pulling from sound libraries and implementing his ideas into the game engine. Stencyl is a good engine to work with visually, especially if you are new to making games. And only Matt would continue the project. There was so much to do! But only Matt remained. He had taken the money, but wasn't producing the work. Slowly, he himself became a ghost of the project. He would miss calls, skip out on meetings. It was time to hunker down and get started.īut then the programmer's work started to slow. The money was divided evenly between the two bright-eyed and idea-filled partners. Not quite enough to reach the oft-joked about Wii U stretch, but a windfall nonetheless. And the Kickstarter was a rousing success, funding waaay above goal. A measly amount compared to even most indie games of today. They did some math, guessed about how long it would take them, and a goal was set - mere $15,000. Few people outside of the industry really talked about it back then. Matt didn't really know anything about making games. Try and make a Metroid-like that was somber, yet lively, and hauntingly beautiful. He didn't really know anything about programming, but after conversations with a mutual, they agreed to partner up and try to make something special. Matt was also an excellent artist already he drew comic book art, in a style similar to those old 80s sci-fi anime's. Having fun dipping his toes into making stuff, just for fun. Matt had already been toying around with Flash sidescrollers. So, he thought to himself, why don't I make one? It had been years since Nintendo had touched the Metroid franchise. He liked Super Metroid, he liked Dark Souls, he even liked fighting games. Matt White was a simple gamer, just like us. I could tell you about how much I love this game, but instead I'm going to tell you what I know about it's journey. ![]()
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