Login

Inti Creates live-stream recording - Gal*Gun Localization Talk and Shovel Knight Gameplay

Hangin' at Inti HQ is a bi-weekly livestream straight from the offices of Japanese game development company Inti Creates! Producer/Localization Director Matt Papa and Localization team lead Andrew Singleton bring you the latest Inti news and information, directly interact with and take questions from fans, and showcase of Inti Creates' latest titles.

In this episode, the boys share the indie developer love by playing Shovel Knight and take a look at the localization efforts for Gal*Gun Double Peace.

RUMOR - Eurogamer details what happened to the unconfirmed Pokemon Stars

Remember the Pokemon Stars rumor? Eurogamer had said that a revamped version of Pokemon Sun/Moon were coming to Switch, and would be called Pokemon Stars. Obviously now that's not happening, as we know a true installment in the Pokemon franchise is coming to Switch. What happened to Pokemon Stars? Eurogamer put together another feature with inside info from various unnamed sources.

- Stars was part-developed in parallel with Sun and Moon
- the goal was to get the game to Switch early to help the platform succeed
- the Switch found success early on with other games, and the success only grew
- there was a desire to give the 3DS something big this year as well, which lead to Ultra Sun/Ultra Moon
- Pokemon Stars was never a truly big leap in Pokemon games, which might have been a bit disappointing on Switch
- development on Stars switched course around the end of last year

First 4 Figures working on multiple Shovel Knight statues

"I will NEVER give up on you. I will follow you to the end of the world."

Usually wearing light blue armor, Shovel Knight is the main character in the game. His main focus is to find his beloved Shield Knight who is lost to the Tower of Fate and to stop the Enchantress from taking over the Valley.

Grab your preorder here

Shantae: Half-Genie Hero Kickstarter - "Friends to the End" Wii U EU/AUS codes are here

Good news for Backers in Europe and Australia: Our Wii U Backer Codes for “Friends to the End” have arrived, and we’re distributing them right now!

Watch your inboxes (and spam filters) for your download code! As always, you can refer to Kickstarter Update #94 for a quick reminder on how to claim rewards. Your codes will arrive within the hour.

We’ll post again when Nintendo (North America) and/or Sony (North America) codes arrive!

Digital Eclipse details one of the many struggles they faced bringing Minecraft to the New 3DS

Wondering how Digital Eclipse managed to get Minecraft on the New 3DS? Seems like something that should have been impossible, right? Well the process was certainly a trying one. There were a lot of hiccups along the way, but the dev team involved was dedicated to making it happen. Sometimes it involved coming up with custom solutions along the way. You can read about one of those examples below. The info comes from Keith Kaisershot, a Programmer at Digital Eclipse.

Throughout the development of Minecraft for 3DS we were hurting for memory, even on the more powerful New 3DS. So we wanted to play around with some of the texture formats the 3DS supported. The 3DS's internal texture format is weird. It's tile-based, organized in a zig-zag pattern of zig-zag patterns, but then organized linearly at the highest level.

Unfortunately, nobody on the team was familiar enough with the compressed formats to write a conversion utility. Another programmer, Ian, had previously written a texture converter for Mega Man Legacy Collection, but that was more about uncompressed pixel data.

That custom texture converter of his took a .png and spit out a ".3dst" file with a custom format that he invented – it was essentially a minimal header plus raw data we could just blast into memory ready to go ("3dst" stands for "3DS Texture"-- pretty clever, eh?).

Nintendo provided their own conversion utility but it only exported images into a "package" file which you had to use Nintendo's library to parse and load at runtime. That was too much overhead for us. Unfortunately again, that file format was undocumented by Nintendo and this appeared to be the only way to get compressed images arranged in the format the 3DS expected.

So I decided to get my hands dirty in a hex editor. I fed Nintendo's utility various images of different sizes and formats and made note of what changed in the header of their files until I had identified enough fields to rustle out the data I needed. I threw together a quick utility to extract the raw data from Nintendo's package files, then put together a batch script to apply this process to the textures we needed. It wasn't fast, and it certainly wasn't elegant, but it worked.

Pokemon Crystal - A look at the Japanese download card

Yet another download card that's not going to make it to the states. I know it's because Japanese is more into getting games through retail, but still, I'm sure some people here would like to hold onto that card as a collectible!