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879508 Posts in 32984 Topics- by 24367 Members - Latest Member: bastion_music

May 24, 2013, 08:24:56 AM
TIGSource ForumsDeveloperFeedbackOpera Omnia [Release]
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Author Topic: Opera Omnia [Release]  (Read 29998 times)
Synnah
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« Reply #30 on: February 24, 2009, 01:23:04 AM »

Works on XP64! Don't have time to play it now, as I'm late for work, but I'll check it out later.
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"What's that thing at the end of the large intestine? Because that's exactly what you've done here." - Ray Smuckles, Achewood.

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« Reply #31 on: February 24, 2009, 02:22:36 AM »

Thanks for the typo-finding zaphos.

Possible Bug: In level 17 in the new version, your race seems to migrate faster than the others.
that's intentional.  migration speeds for each race change on a level-to-level basis.

Works on XP64! Don't have time to play it now, as I'm late for work, but I'll check it out later.
great!  will have mirror stage done later on today, then.
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pnx
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« Reply #32 on: February 24, 2009, 05:15:24 PM »

I just got round to trying and finishing the game, the ending feels a little cut short, and it seems like most of the time I can just arrange migration at the end and it will sort out in the beginning. e.g. I can just migrate everyone straight from an end city to a beginning city... Or is it the other way round?

Also a lot of the time the logic doesn't seem to add up to me, for example in the one where famine follows the migration of the others, the famine only happens after they leave and they can't have been exposed to it, so how exactly can there be famine for nobody? Although maybe that's intentional.
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« Reply #33 on: February 24, 2009, 05:30:28 PM »

Also a lot of the time the logic doesn't seem to add up to me, for example in the one where famine follows the migration of the others, the famine only happens after they leave and they can't have been exposed to it, so how exactly can there be famine for nobody? Although maybe that's intentional.
there can still be droughts and the like, or famine-conditions (were people to move there, they'd starve).  maybe I should have spent some time looking for a more generic term.

Quote
it seems like most of the time I can just arrange migration at the end and it will sort out in the beginning
That is true.  It was intentional, but I can't quite say what the intent actually was behind it.
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Paul Eres
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« Reply #34 on: February 27, 2009, 04:59:41 PM »

I just did a review for this game on http://indiegames.com/blog in case anyone is interested. Hopefully everyone won't hate it over there.
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Al King
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« Reply #35 on: February 27, 2009, 09:43:51 PM »

Love it! It was a little crasheriffic when I played it, but it really is pitch-perfect in execution. Aside from the initial barrier caused by the slightly unintuitive mechanic, I didn't find the UI to be much of an issue. Particles could be a help, but I thought the gradient and directing lines from source to destination made things pretty clear.

The game I was toying about with directly before I started making this was Immortal Defense, actually...it undoubtedly influenced several design choices (the decision to have a dialogue-driven narrative being the most personally important).
It's nice to see an impression confirmed; by remaining abstract they both make the dialogue seem like the only link to reality, which makes its distortion all the more oppressive.
Thanks for posting it on IndieGames, rinku, I'm in self-imposed exile from TIGS until I get round to making something, so I wouldn't have heard about it otherwise!
« Last Edit: February 27, 2009, 09:48:03 PM by Al King » Logged
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« Reply #36 on: February 27, 2009, 11:14:07 PM »

Love your games Stephen, and this one is in my opinion your best.

 Beer!
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« Reply #37 on: February 28, 2009, 04:52:30 AM »

It was a little crasheriffic when I played it,
really?  could you give some more details? (in particular if, after a crash, there was anything left in the stderr.txt or stdout.txt files in the applicaiton directories (they reset after each launch)).
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Al King
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« Reply #38 on: February 28, 2009, 06:07:28 AM »

It exited cleanly last time :\ I've played around with it a little again and haven't managed to reproduce the crash, I'll let you know if/when I do. Both times it had hung, rather than strictly crashing to desktop. If it's helpful, I was alt-tabbing a little, had it running for a while and had made a habit of escaping to the episode menu rather than using the menu button when checking constraints or retrying.
« Last Edit: February 28, 2009, 06:18:24 AM by Al King » Logged
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« Reply #39 on: February 28, 2009, 06:20:39 AM »

I'll let you know if/when I do.
Cheers Smiley

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Both times it had hung, rather than strictly crashing to desktop.
can you remember if there was anything you were doing that might have caused it? (making a route, selecting a level, &c.)
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Al King
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« Reply #40 on: February 28, 2009, 06:49:30 AM »

Once it happened just when I'd laid the last route for level 16, and before the simulation had been run. The other time, I can't remember, but I'm fairly sure both times were in-level.
EDIT: (This is in vanilla XP, by the way.)
« Last Edit: February 28, 2009, 03:16:41 PM by Al King » Logged
Therum
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« Reply #41 on: February 28, 2009, 02:55:24 PM »

I really liked this game. Totally stuck on 7, though - can't figure out any way to reduce the initial population at all, which makes me feel stupid, but oh well
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Paul Eres
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« Reply #42 on: February 28, 2009, 03:41:51 PM »

If there are famines (green stuff) you can reduce the initial pop by making sure the famines do not affect people. I.e. move them away from those spots prior to (in the past of) the famine happening. Famines grow population if you think backwards.
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Alex May
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« Reply #43 on: February 28, 2009, 04:56:56 PM »

It's taking me a while to come to terms with the ideas here, but I'm getting there. Great stuff.
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« Reply #44 on: February 28, 2009, 06:54:59 PM »

18. What?
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