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341
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Player / General / Re: The Great British Synth Documentary
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on: December 01, 2009, 12:04:09 PM
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That was seriously fantastic. I'm all inspired now. Thanks for posting it guert, best documentary i've seen in a long while.  also for the part 9 being region locked to the uk, it's about bloody time! The number of times i click a youtube link and can't get it because i'm not in the us is ridiculous! And they always seem to have the same video in the uk, but a different upload ... what's the bloody point. *Wanders off in search of his midi keyboard. Gonna make some sweet ass synth music tonight!*
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343
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Community / Townhall / Re: Driftmoon - Top Down RPG (And please help us by voting!)
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on: November 26, 2009, 07:04:06 AM
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True. But i think the way it is right now is more confusing as until you fill up the interface bar there has been no need to open up your bags, and all of a sudden you are picking things up but have no idea where they have gone.
By the way what are you building it in? An existing engine or did you make your own?
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344
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Community / Townhall / Re: Driftmoon - Top Down RPG (And please help us by voting!)
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on: November 26, 2009, 04:13:43 AM
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Why reinvent the wheel? Everyone who has played a recent rpg or mmo will be familiar with the traditional shortcut system. I.e. you drag items to the bar and it creates basically a shortcut to that item. They all stay in the inventory bag, and you don't waste time organising your bags like the previous idea would cause. Picking up new items doesn't automatically create shortcuts either, so unless you drag items to the shortcut bar you will only have whatever you started with down there. Does that make sense? I'm tired. :D
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345
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Player / General / Re: Rice Boy
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on: November 25, 2009, 05:55:49 AM
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I think we're going to overuse the word 'great' in this thread very, very quickly.
Lets say it was EXQUISITE. Or perhaps INSPIRING.
It was used three times before that!
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347
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Community / Townhall / Re: Driftmoon - Top Down RPG (And please help us by voting!)
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on: November 24, 2009, 09:56:33 AM
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Just played the preview to the end. Really enjoyed it. Bloody impressive work for two people, but then i'd expect that from you. A few quick points. The noise when you drag stuff is pretty weird. It's so loud, and doesn't change depending on how far you are from the object, and more importantly how big the object is. So when you drag a little pebble it sounds like you're building stone henge! The way the quickslots are actually inventory slots confused me at first. I opened up the inventory and assumed it was broken, till i had filled up those slots and then noticed items started to show up in the inventory. Not a big deal of course, but was a bit weird. There's no visual feedback to show how hungry you are, that i could tell. It would also be nice if eating (when you're not too full) gave a little health back. The shield attack is ridiculously overpowered against single melee enemies. I just voted and you're being pipped to the post by kablooey. Folks vote this up! Looking forward to watching the progress. 
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349
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Player / General / Re: Video game writing is *terrible.*
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on: November 23, 2009, 01:24:13 PM
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The longest journey wasn't bad in terms of writing. At least, it kept me interested throughout. But it certainly wasn't book level good. That said there are a lot of really terribly written books that sell loads as well. Hell, I just read The Quest by Wilbur Smith (who i used to like) and it was shockingly bad.
I guess there's also a distinction to be made between entertainingly written characters, and an actual good quality plot. For example, you can have entertaining well written characters, conversations etc in a game such as Dragon Age, but the overall plot is pretty damn shaky.
Just finished the chapter 4 of tales of monkey island and that was fantastically written. But then, comedy is easier to do in a video game context. Still, parts had me cracking up something chronic!
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350
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Player / General / Re: Rice Boy
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on: November 23, 2009, 01:14:54 PM
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Wow. Just read the whole thing. It was fantastic. I think i need a break before i tackle his other stuff though!
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351
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Player / General / Re: programming
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on: November 12, 2009, 03:42:16 AM
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I thought that with art the only people who claim you have to be born with it are people who have given up and want an excuse. Basically they have realised it actually requires a lot of work to learn. Most professional artists will argue the exact opposite.
I mean sure, some people have an easier time picking it up, much the same as programming, but anyone can learn either.
Also, haha those programming languages are bloody crazy. I love the Piet one!
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352
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Player / General / Re: Torchlight - shameless Diablo ripoff by Diablo devs
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on: November 04, 2009, 09:25:15 AM
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I'm playing a vanquisher on hard (at level 24 now) and have no idea what you are talking about. Her upgraded ricochet, which is the first spell you get, does insane damage to so many mobs it is ridiculous. When i want a laugh i throw down a flechette trap which is like a minigun turret. Most usefull skill i have found so far, apart from ricochet, is the increased chance to crit and increased crit damage.
I mean i sometimes take down the boss mobs (not the real bosses, just the named ones) in two or three shots if i get lucky.
Anyway,
Love love loving this game so far. It may lack depth, have no real storyline, but what it does it does really well. It's just an insane amount of fun when you need to let off some steam.
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355
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Developer / Creative / Re: So what are you working on?
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on: September 20, 2009, 12:59:16 PM
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Shit sparky that flash ant thing is damn impressive. Is that for something specific, or just a random experiment?
I love random flash visual experiments like that, very inspiring.
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358
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Player / General / Re: A talk like a pirate day to remember!
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on: September 20, 2009, 12:16:29 PM
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It would have been much easier to just hit use on one and then get to "use" it on other items in the inventory though. It did annoy me a little, as it made it a bit of a chore when you get stuck, and resort to combining every single item with every other one in the hope that something happens!
Also episode 3 comes out in 9 days, one day before my birthday. Yay!
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359
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Community / Townhall / Re: Time Fcuk!
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on: September 20, 2009, 12:14:11 PM
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Yeah same here. One thing i think was spot on was how forgiving the overlap of the collision detection was. There were a number of places where i would have been really frustrated if it was more of a "gotta be perfect" feel.
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360
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Community / Townhall / Re: Time Fcuk!
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on: September 20, 2009, 11:18:45 AM
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Just finished it. Really fucking great game! I've played some of the user generated levels, some are fun, but most are pretty basic. Then i got to one that didn't seem to have an exit anywhere and i gave up. It was called something to do with harps and was in really saturated colours.
Anyway, awesome work edmund!
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