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891042 Posts in 33520 Topics- by 24765 Members - Latest Member: Koobazaur

June 18, 2013, 06:20:26 PM
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1  Community / Assemblee: Part 2 / Re: Bitworld [Finished (OSX+WINDOWS)] on: January 20, 2010, 01:34:10 PM
Man, this looks so great Smiley Any chance of a Linux version?
2  Community / Announcements / Re: Sword of Fargoal for iPhone on: December 03, 2009, 06:07:16 PM
Wow, thanks a bunch. Smiley Hey if you guys have anything you want in the next update, be sure to let me know! I am aiming for this Sunday...
3  Community / Announcements / Re: Sword of Fargoal for iPhone on: December 03, 2009, 11:58:52 AM
Thanks! Tears of Joy Man, I basically playtested that game EVERY NIGHT before bed. Often I would find a bug just as I was drifting off, and be snapped awake to go fix it. Constant, compulsive refinement, heh.

I am *really* looking forward to the updates. We're just at the tip of the iceberg when it comes to stuff that's going into the game. Smiley
4  Community / Announcements / Re: Sword of Fargoal for iPhone on: December 02, 2009, 07:28:32 AM
Thank you, Mr. Champ. Smiley Feedback has been really great so far. I am so glad people are enjoying it... been working my ass off on it all summer and fall, heh. Grin
5  Community / Announcements / Re: Sword of Fargoal for iPhone on: December 01, 2009, 04:39:14 PM
Woot woot! Thanks for waiting Derek. :D

BTW, I love your avatar... classic chop sockey villain, heh! Is that shot from Drunken Master?
6  Community / Announcements / Re: Sword of Fargoal for iPhone on: December 01, 2009, 04:21:17 PM
And... it's released! Awesome!

http://itunes.apple.com/us/app/sword-fargoal/id343242870?mt=8

:D
7  Community / Announcements / Re: Sword of Fargoal for iPhone on: November 30, 2009, 04:04:22 PM
didn't you do a different graphical update to this game years ago?  One of my first exposures to the roguelike genre... Anyway, looks good, too bad I don't have an iPhone!

Yup! I also made the 2003 remake with Elias Pschernig (who co-created the iPhone version too).

I'm almost certain we'll release versions for PC/Mac etc. so hopefully you won't have to wait too long. Smiley
8  Community / Announcements / Re: Sword of Fargoal for iPhone on: November 30, 2009, 02:19:59 PM
Thanks PGGB! It was a lot of fun to work on, and I'm looking forward to the update already so I can add super lotsa extra stuff. Wink

Almost forgot... here's our official website: http://www.fargoal.com
9  Community / Announcements / Sword of Fargoal for iPhone on: November 30, 2009, 01:38:21 PM
We've been working with the original author of Sword of Fargoal, a classic C64 roguelike, to create a version of the game for iPhone. We've just submitted it to Apple! Hopefully it will be approved in time for Christmas.  Beer!

Here's an article on Touch Arcade with some screenshots, gameplay video, and an interview of sorts with the team:
http://toucharcade.com/2009/11/24/sword-of-fargoal-interview-gameplay-video/

There's also an older sneak peak and trailer on Touch Arcade as well:
http://toucharcade.com/2009/11/15/exclusive-look-at-sword-of-fargoal-remake-of-an-80s-classic/

Send all of your quick-approval-vibes to Apple for me, would ya? :D
10  Community / Announcements / Re: Hook Champ - iPhone game out now! on: October 23, 2009, 03:57:25 AM
Holy, congrats! Just bought it... gotta go to a doctor's appointment and then work, so I can't play night now.  Cry
11  Community / Announcements / Re: Saucelifter! for iPhone on: August 14, 2009, 01:10:24 PM
Hey, Saucelifter is free for today... so grab it! :D
12  Community / Announcements / Re: Saucelifter! for iPhone on: July 24, 2009, 09:19:09 AM
MisterX thanks, that means a lot! Tears of Joy
13  Community / Announcements / Re: Saucelifter! for iPhone on: July 23, 2009, 10:48:30 AM
Spawn/recalibration: Interesting, I'll take a look.

Swipe/3-way shot: Yes, this is intended behaviour, though perhaps the multi-touch behaviour should be improved to match.

Sky-box: I agree, that would be cool. Smiley I was thinking of adding that in the 1.2 update, but again, didn't due to time.

Working hard on a new project, so I probably won't get to update Saucelifter again until the fall. Still, I will probably release the Windows version sometime in the next few weeks.

Found another two bugs, I guess: Sometimes when I get shot and "respawn" the saucer can't be controlled and will just stay on the ground. Simply recalibrating solves that problem, so it isn't really any.
If you swipe with your finger from one "shooting direction" to another, for example from left to down, or even left, down and right, and hold it, the saucer will keep shooting in those directions. That way you can even fire in all 3 directions at once (for a pretty cool air raid), which isn't possible by just tapping all sides. Might be intended and shouldn't be an issue because it would ruin your accuracy bonus, anyway, but I just felt it's weird that you can shoot in 3 directions at once that way, but can't by tapping normally.

And an idea: I like using the non-letterbox mode, because the zoomed out view doesn't look so narrow and because you can see rockets and helicopter which flew out of the level. But, it can be confusing that you're unable to see where the level limitation is, so sometimes I tried to dodge some rockets and only noticed that I was already at the "ceiling" when they shot me down to the ground. Could there be a subtle visible barrier, to make it obvios when you can't go any further? Maybe a slightly brighter hue for the sky or so. Just so that it doesn't ruin the looks, but still visibly limits the level.
14  Community / Announcements / Re: Saucelifter! for iPhone on: July 21, 2009, 08:05:36 AM
Heh, glad you liked the bug! Beer! I've never heard that one before, hmm. Well I'll keep an ear out for it.

It's kind of funny when someone finds a bug and wants it to be a feature. Wink
15  Community / Announcements / Re: Saucelifter! for iPhone on: July 20, 2009, 09:07:41 AM
Hey Mister X, thanks for the in-depth commentary... glad you like it! Smiley

Yes, I have to investigate the volume issue a bit more. It's my own custom audio code, and I may have shifted some data by 1 too few bits or something. Wink

Oh... you mean the reptoids should get into the reptoid saucer, huh? I don't know, that doesn't seem too logical... Wink Actually I had planned to do that from the start, but didn't want to delay 1.2 any longer. It may make it into a future update.

And yes, I have been playing with the virtual stick on another project, so it makes sense to try it out for Saucelifter when another update rolls around. The dual stick idea is a good one! Could be easier than 3 static buttons.
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