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Messages - ThreeOhFour

#2461
A lovely trophy for the cabinet :).

Congrats to Mordalles, JBurger and everyone else who entered. Nice use of a very limited palette, JB, very nice work. I love the way you have cool highlights and warmer shadows - very mystical looking!

Mordalles, man, it has been ages since I've seen pixels from you which is such a shame because you never, ever fail to impress. This has to be the best sprite I've seen from you , which is saying something considering your work in the past. I absolutely adore the dual lighting scheme and envy your ability.

Excellent work, all. Bring on another jam!
#2462
I feel the "paper, scissors, rock" idea (as I've heard it called) is a very good route to take - certainly makes sense and helps balance gameplay. A quick few questions from my end:

How exactly are you planning to implement this? Will it simply be a case of the weapon doing more damage? Generally, I think unit speed could come into play here as well - perhaps the tank might do more damage against a bike, but if the bike has longer range and can move faster, a tank will not be able to touch him (I recall certain Starcraft matches in which I was able to take out hordes of zealots with just a few dragoons simply because the zealots hadn't been upgraded and I could move so much faster).

With the case of marines being more effective in groups, is this just because of numbers superiority? And will you balance costs of units to show this? Say for example, a tank by itself can take out up to 5 marines max - will a tank then cost the same as 5 marines? It seems to be a very fine thing to get balanced correctly - If a tank can take out 5 marines, but costs the same as 4 marines, who is going to be building marines? If a tank costs the same as 5 marines, how will you calculate the helicopters costs?

Things like this seem to me to complicate the balance necessary for a standout RTS, or we'll just all tank rush one unit and be done with it  :-\.

The game looks and sounds great, and I do not mean to deter you at all - I'm just very interested in the "how"s of what you're working with.
#2463
Dualnames: Thanks for the mirror link. I don't plan on being around for eternity - you can probably get rid of this in 60 years or so ;)

Frodo: No plans for a sequel just now, but I will keep the possibility in mind. Thanks for your kind words :).

IndieBoy: Thanks for the nice comment :)

Rui: Who does know what I'd come up with in 30 - probably something I got halfway through and then didn't feel like finishing ;D. I would enter MAGS more if I didn't have bigger projects I am rather keen on getting finished. Thanks for the lovely comments :D
#2464
Thankyou for your nice comment, Peder. I am pleased you enjoyed the game :)
#2465
ProgZ: Thanks for the bug reports. I'll see what I can do about putting those changes in. Also, glad you like the humor - was not 100% sure on how that'd go down.

TwinMoon: Glad to see I'm not the only one around here who likes a bit of toilet humor :D. Thank you for the nice comment :).

WHAM: Thanks for playing :). I'm glad the music got you laughing - Sebastian often manages to get a chuckle out of me, and he got the music for this together ultra fast, so it's nice to see his music catching people's attention.

markbilly: The puzzles are something I consider myself rather bad at, so it pleases me to hear people don't find them too easy. Thanks for the nice words about graphics.

Rui: Yep, my big fears releasing the game were about the Save/Load thing and the non skippable introduction. I guess I'd better get around to learning how to script these things up  :-\

JBurger: I think I will be working those two points out of the next build. Thanks for pointing them out. Also, thanks for compliments on the visuals. I really was rather pleased with the walk animation.

Ryan: Thanks for pointing out the bug. I'll get onto to that :). Glad you liked the game.

It seems as though there were a bit more bugs than anticipated, but most of these things seem easy enough for me to fix. I am very grateful for all of your comments. The AGS games page is working now, so I have uploaded it. If you have the inclination and the time, I would be most grateful if you'd mosey on down there and put up a rating for the game :).
#2466
Thank you to Mods for ruining the innocence of both that screenshot and the title "Worm's Labyrinth" forever.  :=
#2467
Heh, I aim to please ;D

EDIT: One big ol' game bustin' bug squashed like a cockroach (hopefully). Big thanks to Inkoddi and Akatosh for pointing it out, and Akatosh for his suggestions on fixing it :D.
#2468
Shoot, there ain't nothin' Bob Cornhusk likes more'n sittin' on his truck and watchin' the sunset with a few beers after a hard day's work.

But dangit, a feller can't even sit down fer a quiet moment without them UFO critters suckin' yer up fer a bit o' probin'.

But heck, Bob Cornhusk ain't a feller to be takin' a probin' if there's some way he can be stoppin' it. Time to get escapin'!



This game was created in just 3 days for the first Adventure Developers design competition. It is rather short in length, however you should get a few minutes of fun out of it :).

My special thanks to Sebastian, who only got my email requesting music yesterday and came back with a cosmic hoedown quicker than Uncle Leroy can load up his raccoon gun.

A quick note for the easily offended: The game does, on rare occasions, have elements of toilet humor in it. I doubt anyone will find it overbearingly crude, but if jokes* about bottoms and their associated functions are incredibly offensive to you, you may wish to give this game a miss.

Play the game!

*Note: “Jokes” not guaranteed to actually be funny.
#2469
The Rumpus Room / Re: The AGS Stickam Room
Mon 12/05/2008 06:29:54


You talkin' to me?



Inkoddi gets all starry eyed.
#2470
Screenshots look very promising :).

I don't mean to be rude, but judging from your description you may want to get someone to proofread your dialog.

I look forward to hearing more about this lovely looking game.
#2471
You should not require a program to play them. Double click/single click the .exe file and the program should run itself.

Assuming you are running a Windows operating system, that is.

EDIT: Erg, just noticed you mentioned Windows in your last post. Silly me :P
#2472
Press F5. F7 to load.
#2473
The Rumpus Room / Re: The Virtual Haircut
Sat 10/05/2008 15:34:08
I remember hearing this ages ago, Stu. Definitely worth a listen if you've got headphones.
#2474
Another first entry to a comp! ;)

I'm not much of a writer (more of a reader, really), but here we go from me anyway. I've not given this story a title, so The Beach will do. Also, I cannot believe I took this thing so close to the words limit :P:

The Beach

Long walks on the beach, she had said. It sounded trite, cliché but didn’t all girls say that? Tim sighed and looked at his watch. It was seventeen past two. Seventeen past two in the morning, that is.

Whatever he had expected, it wasn't this.

Twenty paces ahead of him, paces marked in the sand still wet from the high tide, she turned around to look at him with a mischievous look. He didn’t like that look at all. “Come on!” she whispered, half giggling her way through the words. “I’m coming!” he replied, wondering why he was actually agreeing to this at all.

“These beach houses are always empty” she’d said. “Haven’t you always wanted to spend a night by the sea, waking up in the morning to the sound of waves? Nobody will ever even know it happened. Just trust me!”

Tim wondered what the hell happened to normal first dates. A boring movie, crappy restaurant â€" not the most exciting things in the world, but this was completely insane. He felt sick; sick that he had agreed to do it, sick that he was even able to agree to something so completely crazy â€" hell, he was sick that he’d even agreed to go out with this girl in the first place. What the hell was he thinking?

They closed in on the house, her giggling and him wishing he was somewhere else right now. She moved up to the window and whispered “I know how to open these, it’s easy. Watch this.”

He couldn’t quite make out what she was trying to do, but she was using both hands and a damn lot of force.

SMASH

The sound of the window pane breaking jarred through the silent night. Tim stared at her in horror. “Damn it!” she murmured “That wasn’t supposed to happen!”

They paused silently for a moment, looking hopefully at the window. Seconds later they heard the sound of the door swinging open and saw a light come on in the room.

Tim turned and sprinted. “Shit!” he hissed under his breath “Shit, shit, shit!”
#2475
...says the fellow who felt guilty about killing a wasp...

;)
#2476
DarkMaster, you have saved this image as a .png. Unless I'm considerable more ignorant than I thought (hard to do but likely  :=), the .png format does not support animation.

Saving the file as a .gif file should enable you to save the animation properly so that we can all see it in motion. This does not mean that converting this image to a .png will suddenly make it animate - if your only version of this animation is this .png file, and you have no others saved, you will have to redo the animation, unfortunately.
#2477
All my vote are belong to loominous.

Excellent, excellent work.
#2478


It is a sorceress.

She is casting a spell.

Spells are magical.

Yes, Ryan Timothy, her skin is blue. Just for you, buddy ;).
#2479
Critics' Lounge / Re: First sprite...
Wed 07/05/2008 03:06:05
Quote from: derboo on Tue 06/05/2008 20:15:20
I'd like to continue work based on your edited legs, if i'm allowed to, Ben304.

Go for it :)
#2480
The global variables pane is a most excellent feature.

Thank you!
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