Recruiting: Audio Engineer!

EDIT: Applications are now closed! Thanks to everyone who applied.

Hi all,

Just dropping you a line to say that, in light of feedback from the case 1 demo, we’ve decided to start recruiting for an audio engineer. The audio engineer will be responsible for a number of audio matters, such as normalization and equalization of dialog, the creation of sound effects, and more. Have a looksee through the recruitment page if it sounds like something that you can and would like to do.

Thanks, all!

Case 1 demo patch 1 released

A bit of an update since our last post – we’ve just put live a new version of the case 1 demo, which you get can here.

The list of changes since the initial release are as follows:

  • Twilight’s voice during the Rarity interrogation has been fixed.  Previously, the audio files had a bitrate of 48000 Hz but were being played back at 44100Hz, causing Twilight’s voice to be audibly lower in pitch than it should’ve been.  The audio files now have the correct bitrate of 44100 Hz.
  • Rarity’s voice has been toned down; she no longer speaks with THIS MUCH VOLUME WHEN ADDRESSING HER SUBJECTS.
  • A POTENTIAL fix for the data folder issue has been implemented, although no promises are made – without local reproductions of the issue on our own computers, it’s impossible for us to know for sure.  If not, we’ll keep at it.
  • The launcher now opens a window before actually launching the game, during which several options can be selected:
    • You can now choose between frame rate caps of 30, 60, and 120 FPS.  Choosing a frame rate cap of 30 may improve performance a little for lower-end machines, while choosing a frame rate cap of 120 may improve quality a little for higher-end machines.
    • In the event of an error during gameplay, you can now opt to save a log of the game’s status and command line output, which can be sent to us (well, to Dawn) in the hopes that it might provide us better insight regarding the cause of technical issues people are running into.
    • Also included are options to account for hardware differences – you can now disable shared contexts and PBuffers.  If you don’t know what those mean, don’t worry – in layman’s terms, they’re effectively optimizations to speed up loading and make the loading screen more responsive.  That’s good, but they’re not supported by all machines, and although we’ve implemented logic that should account for a lack of support of these technologies, you can still opt to just turn them right off to see if that helps anything, if you’re running into technical problems.  Let us know if turning these off does improve things – that’s valuable information for us.
  • Finally, we’ve changed the fonts used in the game.  We do this reluctantly, but after discovering potential legal issues with the ones that were previously in use, we’ve opted in order to ensure there will be no problem to change the fonts to ones that are guaranteed to be free for use.  We’ve done our best to find as close an approximation of the fonts that were previously in use as we could.  Try to take a bit to get used to the new fonts, and if after a while you still decide you don’t like them, let us know, and we’ll see what we can do about that.

This doesn’t fix EVERY issue that has been reported to us, of course – it only fixes the ones that were fixable in a brief period of time.  Rest assured that we will be addressing all of it in due time.

Thanks to everyone so much for all your kind support and wonderful feedback thus far! You all are grade-A awesome.

Demo coming soon, very soon.

“It’s May 5! Where’s my demo!?”

I know, I know; you want it, and you want it now. And you’ll have it very soon. However, we’re currently making some last-minute fixes in order to make sure this demo is as high quality as possible, and we also have a presentation at a Florida brony get-together at which ZeusAssassin is going to be giving a demo of MLI. Once we’re done with both, then the demo will go up in this space. Expect it by end of day today – that’s 11:59 PM Pacific time. Thanks for your patience.

EDIT: I should clarify: this isn’t a delay so much as a clarification. By “May 5” we meant that it would arrive at some point on May 5, not that it would be a midnight release on the dot. However, some people misunderstood, and are now wondering where it is given that it’s now May 5. It’s still arriving today, same as it always has been.

Music: Investigation Theme

We’ve got a lot of things that have been converging pretty darn quickly in MLI, so in the next few weeks you all should have quite a bit to look forward to.

To start with, we’ve got a first look at the original soundtrack in the game that Trot Pilgrim has been graciously putting together for us. This tune plays during the opening of the first case, where Twilight is going around Ponyville investigating the crime in question.

Soundcloud link

Trot Pilgrim has been doing some wonderful work integrating the quite diverse feelings in the soundtracks of MLP:FiM and Ace Attorney, and we hope you’re as excited as we are to have him on board.

Lots more to come in the near future, so stay tuned!

MLI: A first look

Hi all!

It’s been a while, hasn’t it? Don’t worry, though – the period since we talked last was definitely filled with productive work. Whenever a new team comes together, there’s always a period of time during which everyone gets to know each other and various foundations are laid, such as schedules, artistic direction, and so forth. This period of time is fundamentally important, as without it no coherent, unified work can be produced for the project – but, sadly, it also is a time during which not a lot is produced for the outside public to have a look at.

I’m happy to report, however, that we’re more or less through that point in time, and the phenomenally talented team we’ve assembled are now really starting to get into the groove and producing some great work. So, hopefully, from here on out, we should have updates at least more than once every month and a half or so. Since I’ve seen and heard from people who are really itching to see how the project’s going and to see proof that it’s alive and well, I figured I’d take this opportunity to give fans a very preliminary first look at the game and what we’ve been up to behind the curtain.

Find it all after the break!

Continue reading

Meet the Voice Actors!

Hi, all!

In order to get the voice actors for case 1 immediately to work, we all agreed that a fun project to do might be to do a little promo video to feature the voice actors that you’ll be hearing from in the case. I’m happy to report that it’s now done, so here it is for you to enjoy:

We hope to have more from you soon, but we hope this might tide you over until then!

We have a team! …And a forum!

Hello, everypony!

First off, I’d like to announce that we now have a forum! We’ve already had a few people ask us for this, so we figured, why not? If you’d like to chat with us or other fans about MLI, about MLP:FiM, or just about anything in general, drop on by! Everypony welcome! 🙂

But that’s not what you’re primarily here for, is it? You’re all here because you’re wondering about the team that’s now been assembled! Well, wonder no longer. I’ve already sent invitations to everyone who’s been selected to join the team, so if you haven’t yet received an invitation, unfortunately, that means that you weren’t selected for this recruitment cycle. Before I give big shout-outs to our new team members, however, I’d first like to say a few words to those who weren’t selected. As I said before, please, please don’t take it personally – all of you are very talented, and this recruitment was filled with many, many tough decisions. You have my hearty encouragement, if you weren’t selected this time around, absolutely not to give up, as I have no doubt that all of you will be able to find ample opportunity wherever you go in life.

That said, here are the new members of our team. I encourage everyone to give them all a big super duper Pinkie Pie welcome!

HallowGazer – Dialog Character Artist
WarpOut – Field Character Artist
PonyArtist – Background & Prop Artist
Rautakoura – Cutscene Artist

Trot Pilgrim – Composer

PrincessRil – Twilight Sparkle
LoveKiku – Rarity, Sweetie Belle
BreeFaith – Pinkie Pie, Apple Bloom
DivinexRose – Rainbow Dash
TehJadeh – Scootaloo
Flootershai – The Mayor
ThatCanadianDude – Rover
HoodedYellowPony – Fido, Spot

You can find out more about all of them by visiting our team page. I’m sure you’ll be hearing or seeing from them soon! 🙂

Applications are now closed!

…Well, technically speaking they’ve been closed for about a day now and I’m only just now posting about it, but who’s counting?

I’d just like to say one thing to everyone who’s applied so far: wow. I don’t know what I was expecting, but I don’t think I was remotely expecting a turnout this large. To give a brief summary, over the course of the past month, we’ve received applications from ninety unique individuals, and have received over 360 MB of material that applicants have provided for us to look through or listen to. Those are… pretty big numbers, let me tell you.

Unfortunately, that also means that we have a rather larger number of applicants than there are positions, which means that the next step is the unfortunately necessary process of identifying those candidates who’d be a good fit for Equestrian Dreamers. That’ll be happening over the course of this week. Before decisions are made, though, I just wanted to make one thing clear in advance: those who aren’t selected should categorically not take that as an indication or a suggestion that their work isn’t good enough or anything like that. There are a lot of tough decisions in here, and a good portion of the decision rests not so much on absolute quality but rather appropriateness – i.e., how much the style of what applicants have presented matches that which has been pictured for MLI. Every and every one of you who submitted something is awesome, and I have no doubt that those who aren’t picked will certainly find many other opportunities down the road. There’s a lot of awesome stuff in here.

I also additionally have to apologize for having not sent individual responses to everyone who sent in applications – I would’ve liked to, but given the sheer number of applications we’ve gotten, that just wasn’t feasible. I will hopefully be getting around to responding to people who requested a response about their performance, though, once final decisions are made regarding recruitment. Sincere apologies to those who specifically asked for one and haven’t yet received one; I feel quite bad about having not answered them to date.

Thanks again to everyone for your amazing support thus far. We’ll have more info for you very soon.