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April 13, 2024, 03:53:26 PM

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161  Player / Games / Re: Humble indie bundle - pay whatever you want on: May 11, 2010, 06:28:37 PM
Mkay, I just never saw it listed as one of the games which would go open source if they reached 1mil.  Sorry for my misinterpretation.
162  Player / Games / Re: Humble indie bundle - pay whatever you want on: May 11, 2010, 04:24:47 PM
 Cheesy


I'm sure this sale won't be forgetting for a long time.  I only hope the formula of this one's success is repeatable.
163  Player / Games / Re: Humble indie bundle - pay whatever you want on: May 11, 2010, 04:15:40 PM
I'm not sure about Penumbra, but the other games are older than World Of Goo, and I believe WoG was been more of a commercial success.  That tied into the facts that a new Iphone version is coming out and that there is a level editor out there, I don't see any reason to discredit them not going open source.  Besides, from the looks of it Aquaria went open source last second.
164  Developer / Art / Re: Tigworld v2.0 on: May 11, 2010, 02:35:12 PM
165  Player / Games / Re: Humble indie bundle - pay whatever you want on: May 11, 2010, 12:24:51 PM
Using the stats stated in the extension paragraph,
$706,526.92 was given to the developers.
Thats 141,305.38 per game, and for two man teams assuming they split evenly and without paying any cash to any other expenses, that's $70,652.69.  For games they probably only had trickling sales still going.  Wow.
166  Developer / Art / Re: TIGer Paint on: May 09, 2010, 07:45:36 PM
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167  Player / Games / Re: I'm so indie... on: May 04, 2010, 04:41:16 PM
fuck is indie because indies don't get any
Cheesy



I'm so indie that I'm posting in the topic to be indie from the people who be indie by no longer posting in the topic about how indie they are.
Yes I realize I'm beating a dead horse here...
168  Player / Games / Re: Humble indie bundle - pay whatever you want on: May 04, 2010, 01:45:18 PM
Wow, this is a great deal, I already have Lugaru (mac giving tree), and World of Goo (Pay what you want sale), but I've been wanting Aquaria and Gish for a long time now, so I'm definitely going to do this, possibly buy some for my friends too.  Oh and there's a fifth game...I guess I'll have to look into that one as well...

The fact that 2/3rds of this is going to charity is really awesome.  Whoever donated $500 is even more awesome.
169  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: May 02, 2010, 09:32:43 PM
Adult/Edu was a theme. Really there's only been what like 9 compos and they've all different enough that generalizing isn't terribly possibly.
I wouldn't consider that a theme in the sense of "lets make a game about ___", like most short compos are (Ludum Dare for example.)  The whole idea around Adult_Edu was to tread on grounds that aren't treaded on by the game industry often.  Just to be clear I'm not saying that sports isn't a good theme, I'm just saying it's one I don't think that Tigsource will do a competition on.
170  Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos on: May 02, 2010, 06:16:53 PM
I think Tigsource compos tend to be less about specific themes (sports, roads, weather), and more about concepts (B-games, Assembly, Demakes) or restrictions/technologies (procedural generation, cockpits.)  I think specific themes have their place in the short (few hours to a week) compos, and I think the ever slight difference in type of themes for Tigsource works well with its longer competition format.  So while future sports might be interesting, it might be more interesting for a shorter competition.

All in my humble opinion  Wink
171  Player / Games / Re: Hero: Core on: May 01, 2010, 12:00:51 PM
Note to self: Unzip before playing any games....they tend to not save progress so well when zipped.

On a side note, I made it pretty far on normal, guess I get 100% speed run practice.
172  Developer / Art / Re: Art on: April 30, 2010, 05:10:16 PM

everyone was kung fu fighting
Something about that picture.....

I like it. Hand Thumbs Up Left
173  Community / Competitions / Re: Ludum Dare 17 on: April 23, 2010, 07:41:58 PM
That's fairly common with LD, at least with my experience.


I have an idea, though I don't know if I'm going to buckle down and get it done.
174  Developer / Art / Re: TIGer Paint on: April 23, 2010, 01:35:30 PM
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175  Player / Games / Re: I'm so indie... on: April 19, 2010, 08:16:21 PM
I'm so indie I recently realized there is a new psp called psp go....because I was watching Byte Jacker.
176  Developer / Playtesting / Re: Manufactoria: A Game About Putting Robots In Their Place on: April 13, 2010, 12:20:11 PM
http://pleasingfungus.com/?lvl=10&code=c12:3f3;g12:2f3;p12:4f3;q13:4f2;b10:4f1;r14:4f1;c14:3f0;i13:3f2;c10:3f2;c11:3f2;b13:2f2;c14:2f2;c15:2f3;c15:3f3;c15:4f3;q11:4f0;y11:5f3;c15:5f3;c11:6f2;q12:5f3;b13:5f3;c12:6f2;c13:6f2;c14:6f2;g15:6f3;c15:7f3;c15:8f3;p15:9f3;q16:9f2;c16:8f2;i17:8f3;c18:8f3;c18:12f3;c18:13f0;c17:13f0;c16:13f0;c15:13f0;c14:13f0;c13:13f0;r17:9f1;c17:7f0;c16:7f0;q14:9f0;b13:8f2;i14:8f3;r18:9f3;c13:9f1;b14:12f3;i14:10f1;b13:10f1;c18:10f3;c18:11f3;b12:11f1;c12:9f1;c12:8f1;i12:7f0;r12:10f1;c14:7f0;c13:7f0;c11:7f3;c11:8f3;y11:9f0;p10:9f0;b10:8f3;r10:10f1;q9:9f0;g9:10f3;c9:11f3;p9:12f3;q10:12f2;c11:11f0;c10:11f0;r11:12f1;q8:12f0;i8:11f4;b7:12f1;c7:11f2;c9:13f0;c8:13f0;c7:13f0;c8:8f1;p8:7f1;b9:7f0;r7:7f2;q8:6f3;y7:6f0;c6:6f3;c6:7f3;c7:8f2;c6:8f2;c9:6f2;c10:6f2;c6:13f1;c6:12f1;c6:11f1;c8:9f1;r10:13f0;b7:9f1;b8:10f0;c7:10f0;q13:11f1;i14:11f1;c16:10f0;i15:10f6;q15:11f3;y6:10f1;c6:9f2;

Link to my solution for Admirals.  It tells me the output for the one it fails on should have been four blues, which is what my output is.  Please check it.


As far as testing levels out, I think we might be able to do that job for you, I enjoy the challenge.
177  Developer / Playtesting / Re: Manufactoria: A Game About Putting Robots In Their Place on: April 12, 2010, 05:37:45 PM
Quote
What would you suggest?
Possibly one the first level when you hit play a bubble pops up saying it can change speed or something.

Also, you probably should set it to 1x speed every time you switch levels.  You have to go to a long level if you have 60x on a short level to turn it off.

60x rocks tough Smiley
178  Developer / Playtesting / Re: Manufactoria: A Game About Putting Robots In Their Place on: April 12, 2010, 04:50:49 PM
Hey, this is the first time I've ever done a logic game of this type, I quite like it.

A few suggestions / notes:

At first I instinctively build my machines so that all the inputs for the branches would always go in the side with no arrow, I would suggest making it noted that that isn't needed.

A further increased speed would be really nice, say like a tile or more per frame if possible.

On the androids level a solution of mine would fail because I would write something before removing something, so I have to go with a slightly less elegant solution.  Removing one pair on the second really long one would fix that.

Some of the early ones I could more or less brute force solutions that would still solve it, but only with shorter strings, and would horribly fail with longer ones (I would basically need more room the longer the string is.)  Going back I was able to redo them with much more elegant solutions that solve it faster and could solve strings of any size.  I don't know if you want to allow the more hackish solutions or not, but I thought I'd mention it.

Speaking of long strings to make sure people aren't using non-scalable solutions, please please please make the long strings very last.  It's very annoying to wait for it to simulate a long string (which is made even worse that the first working copy is probably inefficient) only for it to fail at an empty test or something silly like that that takes 5 seconds to fix and 3 minuets to wait for it to simulate the long strings again.

Also make the fast forward button apparent, I didn't notice it until I read someone mention it in this thread.

I would suggest making it so linked ones don't over-ride your previous ones at all, nor grant you anything on running them.  Sure people could still just copy the design over, but I would use linking more to show of my solutions to people who have beat it in a different way, and less to give other people solutions to advance.

I beat generals before you fixed the text being broken, by playing around with the level to see what would work, is this a valid solution to for all numbers, and not just the ones fed? (I honestly can't figure out how I solved it, I only know it works) : http://pleasingfungus.com/Manufactoria.swf?lvl=22&code=p12:2f3;c11:3f3;c11:4f3;c11:6f0;i11:5f5;c12:4f3;c12:5f3;c12:6f3;c12:7f3;c12:8f3;c12:9f3;c12:10f3;c12:11f3;c12:12f3;c11:2f3;p10:6f0;c10:7f0;i9:7f6;c8:7f1;c8:6f1;c8:5f1;c8:4f1;c8:3f2;c9:6f3;c9:8f2;c10:8f2;c11:8f2;p9:3f3;c10:3f2;p10:5f1;c9:5f0;c13:2f0;

It beats quite literally the longest string I can throw at it, which means you win!

With far more effort than doing it 'properly' would take! (Or far more parts, at least.)

Congrats!
See, that's what I mean by "most people don't program for scalability Durr...?
(Just joking. And I better don't tell you that you could break my construction quite easily by having for example more reds in a row than I have switches on the red side...)

By the way, I finally got a correct solution. And yeah, that was way harder than the other (the former androids).
I don't believe that solution would work if either red or blue had a greater amount than the other by two or more.  This is how I solved it to work for all possible strings: (Accidentally killed my old optimized version, this is slightly different, thought it may be a tad faster or slower, I really don't know)
http://pleasingfungus.com/?lvl=8&code=c12:2f3;c12:3f3;c12:4f3;c12:5f3;p12:6f3;g11:6f0;g13:6f2;p10:6f0;p14:6f2;r14:5f3;p14:7f3;p10:7f3;r11:7f0;b9:7f2;b13:7f2;r15:7f0;c12:7f3;c12:8f3;c12:9f3;c12:10f3;c12:11f3;c12:12f3;q14:8f3;q10:8f1;c9:8f0;c8:8f1;c8:7f1;c8:6f1;c8:5f1;c8:4f2;c9:4f2;c10:4f2;c11:4f2;c15:8f2;c16:8f1;c16:7f1;c16:6f1;c16:5f1;c16:4f0;c15:4f0;c14:4f0;c13:4f0;b10:5f3;

Also, here is my solution before I went make and optimized it (and thought I had to feed things a certain way): http://img521.imageshack.us/img521/5617/confusedt.png

I have no clue what I'm supposed to do for school teachers, can you explain in further what I'm trying to accomplish.


I have four levels left.  I have to figure out Admirals and School teachers, Children just popped up but it doesn't look hard, and I'm looking forward to finding out what the challenge is for the final locked one.
179  Player / General / Re: Forum Game Experiment: DEATHWORLD (Day 5) on: April 12, 2010, 03:20:02 PM
Look around for any vegetation, allowing others to help me if they so choose to not be a party pooper.

Asses the condition of the group (ie status on hunger, thirst, supplies, do I have my spike or is that lost too, etc.)
180  Player / General / Re: Forum Game Experiment: DEATHWORLD (Day 5) on: April 11, 2010, 08:58:55 AM
While being careful,

If I have any water on me, drink it.  If not, continue stabbing.
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