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Player / Games / Re: Knytt Online is a Go!
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on: October 16, 2008, 05:42:11 PM
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I'm for no chatting. Imagine clambering through some cavern and you just happen upon another knytt and go exploring together, helping each other out, without a word spoken between you. I think it would be a great experience. Emotes of some sort would be nice, maybe hand motions and such? Like beckoning and waving. I don't like the idea of chat being an option. You wouldn't know if someone could hear you without some indicator and it would just be weird with random knytts not talking or hearing anything while others can.
And I think a global server with the option for private channels would be best, so you could find people you wouldn't know in a single, vast world.
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Community / Indie Brawl / Re: Indie Brawl: Character Submissions
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on: July 28, 2008, 01:29:16 AM
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Some ideas that were posted in the original thread and some of my contributions! Dwarf from Dwarf Fortress Can turn into different professioned dwarfs (special attack shuffles through them) which all have special stats and attacks. (Stats: speed, damage-dealing, jumping power etc.) So Fisherdwarfs attack with a mid-range fishing rod and Miners have a Melee-pick.
The Ninja from N(+) Basically very acrobatic, fast etc. but "dead" pretty fast. Has a Katana and can set mines.
The Ball from Inside a Dark Forest Can roll and bounce around. Changes its colour randomly from time to time which affects its "bouncyness". Attack is a short, extreme acceleration which can be blocked by simply "attacking it at the same time". I'd include a "blocking system" like that anyway.
Also, we need Nethack in there. It could be a man with an @ for a head or something. I don't know. Maybe just an ASCII stage.
<big ol' picture of a clonk>
Instead of a dwarf from dwarf fortress, and a nethack character, maybe just a generic roguelike character? He would be large, stylized and animated @, and maybe he could get more powerful as he fights. He'd be relatively weak at first, but he'd be generally well-rounded in ranged and melee combat. He'd randomly be struck by a fey mood which would act like a sort of berserk status, putting him in the control of the AI, but making him more powerful. It could also possibly be a special of his. As for the specifics of a clonk, he would have an extra helping of health, but be a little slow and clumsy. He would be a mediocre, decent at best melee fighter but could throw powerful medium-ranged flints (instant contact explosives)! His special attack could be super t-flints (bombs explode after 3 seconds, much bigger explosion.) The list in the design document looks fantastico, except for a few like fez. He doesn't really have any implementable attacks as far as I know. It might be a bit weird to give him anything besides basic punches and kicks (chainsaw attack?  ). Not that he's not awesome. Sexy hiker sounds like he would also be awkward to implement with the current control scheme. But the results would certainly be interesting! Some ideas of my own! Professor Lemeza (La-Mulana) - uses a whip that has farther reach than most melee weapons. A bit weak in health, but makes up for it with a pretty strong shield, a solid ranged attack (ninja stars), and good agility. Castle Crasher (?) (Castle Crashers) - Small and sluggish, but tough and powerful in melee! Destructivator (Destructivator) - Fast with good health. His main mode of attack is his gun which fires annoyingly quick shots horizontally that are impossible to dodge in time, but cause little damage or knockback. Weak melee attack. I have 0 experience in creating animated sprites, but I'd be happy to give it a shot if need be.
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Community / Indie Brawl / Re: Indie Brawl: Design Doc and Engine Test- Now with Combat!
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on: July 28, 2008, 12:13:58 AM
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This is a great idea, I'm glad it's being revived and stuff! The engine is great. Will large, scrolling levels be possible? The jump delay feels spot-on, I think. It would probably look good animated too (a crouching-type thing going on before a jump, or a crouching-type thing getting ready for an attack? You decide!)
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Player / Games / Re: Elf Treetop City
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on: July 26, 2008, 11:25:42 PM
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This is completely ridiculous. Is it even possible to get past the first night without your elves toppling from the trees to their deaths? :D
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Player / Games / Re: Your 5 favorites?
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on: July 26, 2008, 02:29:38 PM
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1. Knytt 2. Cave Story 3. Chalk 4. Wurm Online (basically Dwarf Fortress the MMO) 5. Seiklus or Dino Run or Lyle in Cube Sector
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7
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Player / Games / Re: Dwarf Fortress
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on: July 19, 2008, 08:35:21 PM
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UGH. I hate carp! Somehow the darn things manage to lure my dwarves right into their jaws, wherein the carp rip them to shreds or they drown.  !
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Player / Games / Re: CLONK
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on: July 15, 2008, 06:00:30 PM
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there is nothing you can't do with the keyboard, except scrolling.
Yeah, for the most part you're right. There's some conveniences, I guess, like being able to jump in the opposite direction than you're facing without having to move in that direction (and risk falling and such), and being able to place buildings with greater accuracy and ease. It's also easier to work with more than one clonk if you use the mouse a bit. The AI is a bit dumb so I do rarely use it anyway.
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Player / Games / Re: CLONK
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on: July 13, 2008, 06:08:05 PM
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I'ma gonna try the magical t-flint solution right now. Two questions though: - Should I ignite the flints and then drop them, or throw them?
- Can I look around the map? Or do I have to travel?
Can someone make some sort of tutorial in english for Clonk? Mission walkthroughs would be a great way to do this. To answer your questions, the distance is quite a ways and the fuse on normal t-flints is quite short, so you probably want to try to aim as best as you can and throw them. You can also move the screen, and do some other useful things that for some reason don't seem possible with the keyboard, with the mouse!
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Community / Procedural Generation / Re: DragonStabber
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on: June 05, 2008, 08:31:06 AM
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  This has my seal of approval. Edit: though it is a bit frustrating when your most righteous knight goes hurling off the dragon at the beginning because you didn't have your mouse at the center.
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Player / General / Re: What are you listening to at the moment?
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on: June 05, 2008, 08:09:16 AM
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That track was quite a ride, Jimbob!* First thing that came to mind was Megaman X. Lately I've been listening to a lot of ISAN, because I just got ahold of their album, Meet Next Life, which I've been after forever. I really love ISAN, and I really love this album. I mostly wanted it for this, even though the whole album is great. I love that song and video soooooo much @.@ I've also been diggin' me some Ulrich Schnauss and M83. I got M83's album Saturdays=Youth soon after it came out and I still can't resist playing it every time I browse past it in my music library. And here be last.fm. *I really wanted to end that sentence with yeehaw, but refrained.
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Community / Procedural Generation / Re: Biocosm [FINISHED (OSX and WIN32)]
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on: June 05, 2008, 05:22:36 AM
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I tried playing this on two different computers, and neither worked very well. The first computer has a fairly decent ATI Radeon 9600 with up-to-date drivers, 1GB of RAM and some sort of AMD Athlon processor that runs at like 1.6 or 1.8 MHz. The game loaded up fine and I could see the menu. However, once I started, the game consistently ran about a tenth of a frame per second. The second computer has an Intel 82865 Graphics Controller with only 64 MB of video memory, only 240MB of RAM, and a Pentium 4 processor, 2.4 GHz. When I started the game on this computer, the menus had the feared white blocks about them. After starting, the game actually ran at a pretty decent framerate. Eventually I ran into memory problems though, and had to put her down when I tried opening up the thread to get game instructions. What a shame... the game looks so great! 
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Community / Procedural Generation / Re: Minus [FINISHED]
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on: June 05, 2008, 04:15:01 AM
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Quite a cool game! The more I play it, the more the atmosphere of it really pulls me in. It would be pretty neat if there were online high scores for individual seeds, since there aren't THAT many. Of course I I have no idea how feasible that'd be. Anyway it rox.
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Community / Procedural Generation / Re: Dyson [FINISHED]
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on: June 04, 2008, 11:37:44 PM
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I love this game! Very pretty, intuitive and all-around good times. It got really intense when me and pink each had about half the belt and were at each other for a good 30-40 minutes before I made an outpost right in the middle of their territory. Conveniently enough, they ignored it, and I spread it outward like the plague until it destroyed them from the inside (...gruesome!)
It seemed like, after the very beginning stages, I didn't have time to pay much attention to the seedlings' attributes. Especially once I started amassing large armies with all sorts of ethnic (astroidal?) backgrounds. Anyway, this game is awesome and possibly my favorite entry of those I've played so far.
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Community / Archived Projects / Re: Adventures in TIG
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on: April 29, 2008, 07:27:37 PM
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Your vision blanks out for a moment, and you find yourself in the Temple of Time.
The ocarina has lost its power.
There is a golf club lying in the corner.
>
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Developer / Design / Re: The designer's workshop: JRPGs
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on: April 29, 2008, 06:12:05 PM
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In terms of setting, anything genuinely original works for me. The Star Ocean series of mashed-up pseudo-medieval-fantasy-meets-sci-fi-space settings come to mind. The main character in Star Ocean: The Second Story is a crewmember of a space fleet, but gets stuck on a planet with a mildly generic JRPG setting. What makes it interesting is his high-tech gadgetry and technical knowledge sparring with the whimsical, sword-clangan' world of the planet he's marooned on. Mixing worlds like this works oddly well, for me.
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