[Released] Chao Resort Island! (Fan-Game)

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Nefault1st
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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Nefault1st » Mon Aug 07, 2017 10:42 am

Thank you everyone!
Nano wrote:Congrats! Do you have more plans for it, or are you done with the project?
The game has update support so I plan to add new features in the future!

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Runasutaru
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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Runasutaru » Mon Aug 07, 2017 3:30 pm

I started playing a few hours after the release and the game is really good so far. Responsive, colourful, and has the expected core features for its first version. Good work! I have just two questions for the time being:

1. Would there be any consideration towards bumping "Chao Games" to the top spot on the Resort Center menu? Someone is going to go in to make money more often than they will go in to spend currency, especially early on when you need at least two Lvl 1 race wins to be able to afford even the cheapest item, so organising the menu by descending priority would make the most sense to me.

2. Is there any way to initiate play time with the Rubber Ball or do Chao only play with it when they decide to?

I'm definitely looking forward to seeing more out of this project if it continues growing.

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Nano » Mon Aug 07, 2017 10:20 pm

I just wanted to say congrats again on how popular the game is and that you're already getting gaming news outlets reporting on it!

So proud...

Image
Image

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Nefault1st
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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Nefault1st » Mon Aug 07, 2017 11:52 pm

Runasutaru wrote:I started playing a few hours after the release and the game is really good so far. Responsive, colourful, and has the expected core features for its first version. Good work! I have just two questions for the time being:

1. Would there be any consideration towards bumping "Chao Games" to the top spot on the Resort Center menu? Someone is going to go in to make money more often than they will go in to spend currency, especially early on when you need at least two Lvl 1 race wins to be able to afford even the cheapest item, so organising the menu by descending priority would make the most sense to me.

2. Is there any way to initiate play time with the Rubber Ball or do Chao only play with it when they decide to?

I'm definitely looking forward to seeing more out of this project if it continues growing.
Thank you! I did take notice of how often players would need to use the Chao Games feature. I'm currently trying to balance out the payout to where the situation here becomes the opposite.
For right now, the chao do not have much interaction with the toys. As for the rubber ball itself, they only unintentionally walk into it. This definitely planned to change.
Nano wrote:I just wanted to say congrats again on how popular the game is and that you're already getting gaming news outlets reporting on it!

So proud...

Image
Thanks so much! I was blown away over how much attention this received! Usually my material has a small growth. Definitely wasn't the case this time!!

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by ChrisOfChaos » Tue Aug 08, 2017 4:45 am

I'm curious, does this game follow the same times for lifespan and evolutions as SA2 did? Seems like it but I know it varies with Chao fangames.

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Nefault1st » Tue Aug 08, 2017 11:18 am

ChrisOfChaos wrote:I'm curious, does this game follow the same times for lifespan and evolutions as SA2 did? Seems like it but I know it varies with Chao fangames.
Yes it takes around the same amount of time as it does in SA2.

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Chao Professor » Tue Aug 08, 2017 1:49 pm

This game is so cute! You did an amazing job!

I have just one question - how can I name my chao? I'm either blind or stupid 'cause I've been playing for about 15 minutes and still can't figure it out :herocry:

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Nefault1st » Tue Aug 08, 2017 2:08 pm

Chao Professor wrote:This game is so cute! You did an amazing job!

I have just one question - how can I name my chao? I'm either blind or stupid 'cause I've been playing for about 15 minutes and still can't figure it out :herocry:
Thank you! While holding your chao, press the D key (keyboard) or Y button (gamepad) to change the action prompt to "Name". A lot of people overlooked the explanation of the actions prompt in the tutorial, so the patch I'm working on now will pretty much tell you how to.

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by chaoadventures » Tue Aug 08, 2017 7:15 pm

Image

Good stuff.
Image

- - -
Rajikaru wrote:You're clinically insane.

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Drflash55 » Thu Nov 30, 2017 1:09 pm

So, this game has gotten updates over the past few months. I'm wondering if anyone's played the game again and checked the new content out.
Just your average everyday Chao caretaker... or am I?

:thinking:

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Itachi Uchiha » Sun Dec 10, 2017 1:35 pm

Good effort! This is my favorite Chao Fangame! When will the be next Demo-Release?
Right now i am also working on a Chao Racing Fangame for PC (made with Game Maker).
It should be finished in a few months. :darkhappy:
If you have Chao, you would like to use in those Races, write me their Stats and Appearence.
Then i will give you a download Link for this Game (for free). :darkcool:

Its a Remake that contains Beginner Race, Juwel Race, Challenge Race, Hero Race and Dark Race.
Challenge Race also has 4 new extra Levels. That means 16 in total.
The Opponents have the same stats as in the real Game.
However: I can easily change that, and make them harder!
So when you write your Chao`s Stats you should also write if you want the normal or harder version.

After you have written your Chaos Appeareance and Stats and which difficulty you like, i will put your Chao into my Game.
A few days later i will send you a Download Link for the Game (for free).

I am also planning to make entirely new Opponents. However this will still take some months.
So if you want the version with entirely new Opponents, you have to write this.
You still do not possess the same eyes as me. And you know what? You never will...! :darkblink: :heroblink:

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Chacrons trainer » Mon Jan 15, 2018 7:38 pm

Great work on Chao Resort Island!
The races and toys are great!

Any idea when a new update will be out, I know your very busy!? :blink:

I would love to see the following:

1. Adult evolutions ( I want a Knights flying Chao!)
2. Breeding ( Natural and Heart fruit)
3. Chaos drives ( for stats and evolution) and animals ( for their parts only)
4. This is very petty, but I think Chao should be crawling when hatched until the run stat is raised.

All in all it’s great work and well done on this project.
Chacron will return.........again! :darkblah:

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Nefault1st » Thu Jan 18, 2018 7:27 pm

Chacrons trainer wrote:
Mon Jan 15, 2018 7:38 pm
Great work on Chao Resort Island!
The races and toys are great!

Any idea when a new update will be out, I know your very busy!? :blink:

I would love to see the following:

1. Adult evolutions ( I want a Knights flying Chao!)
2. Breeding ( Natural and Heart fruit)
3. Chaos drives ( for stats and evolution) and animals ( for their parts only)
4. This is very petty, but I think Chao should be crawling when hatched until the run stat is raised.

All in all it’s great work and well done on this project.
The new winter update will be out pretty soon, though I can't provide an exact date.
1. There are over 100 evolution possibilities and spriting them all will be a pretty difficult task
2. There are plans for this in the near future
3. Also plans for chaos drives, but the chao hats and accessories are there in place of animal parts
4. I should've considered this while designing some of the sprites, but it was overlooked. The animation can't be added now since the number of total frames were determined (Kinda hard to explain..)

Thank you!! :chaohappy:

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by YuYuChaosho » Thu Jan 18, 2018 7:58 pm

Chacrons trainer wrote:
Mon Jan 15, 2018 7:38 pm

4. This is very petty, but I think Chao should be crawling when hatched until the run stat is raised.
Actually, if you’ve ever played a copy of Sonic Advance/ Pinball Party and have gained access to the Tiny Chao Garden.. the baby Chao (with no run stats) walks.

I’ve played Nefault1st’s game to get a good feel of it and I feel it’s trying to become a PC enhanced version of a Tiny Chao Garden.
But whatever. I’m not him soooo..

Just wanted to share some Tiny details...
:herosway: I'm that Deadly Influenza that's flying around killing everyone, please continue to touch me :darkhappy:

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by azureprism » Fri Jan 19, 2018 12:36 am

Nefault1st wrote:
Thu Jan 18, 2018 7:27 pm
The new winter update will be out pretty soon, though I can't provide an exact date.
1. There are over 100 evolution possibilities and spriting them all will be a pretty difficult task
2. There are plans for this in the near future
3. Also plans for chaos drives, but the chao hats and accessories are there in place of animal parts
4. I should've considered this while designing some of the sprites, but it was overlooked. The animation can't be added now since the number of total frames were determined (Kinda hard to explain..)

Thank you!! :chaohappy:
You're doing god's work with the effort you're putting into this game, dude.
On the subject of evolutions, have you considered using the colour of the emotiball as a placeholder way to differentiate the evolutions before you can draw up all of those sprites? It might give you the opportunity to implement evolutionary paths earlier than you think you would be able to, and it would be easier than changing the palette of an entire Chao sprite.

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Re: [Released] Chao Resort Island! (Fan-Game)

Post by Nefault1st » Sat Jan 20, 2018 6:42 am

azureprism wrote:
Fri Jan 19, 2018 12:36 am

You're doing god's work with the effort you're putting into this game, dude.
On the subject of evolutions, have you considered using the colour of the emotiball as a placeholder way to differentiate the evolutions before you can draw up all of those sprites? It might give you the opportunity to implement evolutionary paths earlier than you think you would be able to, and it would be easier than changing the palette of an entire Chao sprite.
Thank you!
Because of how I coded the coloring system, creating any placeholders would not make the change any easier. It's not optimized to handle that many evolution sprites, so it would require me to change the entire system to real-time palette swapping. I haven't done this before, so I know it's going to take me some time. But I'll see what I can do for placeholders!

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