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202
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Player / General / Re: AVG's MMF bullshit
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on: February 08, 2009, 11:24:12 PM
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Ooohh... That explains why AVG suddenly thought my Lovecraft folder was full of viruses. I better tell thewreck before it's too late, he also has years and years of work in MMF projects 
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204
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Player / Games / Re: Bob's Game
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on: February 05, 2009, 11:32:36 PM
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I don't get it! It more and more seems like a viral campaign (that YouTube clip was embarrassing), but where are the ads on the site? 
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209
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: January 28, 2009, 03:50:42 AM
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I just thought of that the other day but I forgot to post about it. A mash-up of mythologies would be cool, too, like King Arthur fighting Odysseus in Valhalla, which wouldn't make any sense, but would be awesome. Combined with the love letter compo, though: King Arthur fighting Odysseus in Valhalla while Guinevere and Penelope watch and then some sentimental shit. Something like that would be really awesome.
Another game concept randomizer in the works, eh...?  Oh... or maybe... if we have fables and love letters, maybe the compo theme could be Monsters Have Feelings Too
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210
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: January 27, 2009, 01:30:01 AM
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What about a Mythology competition? Like the Fable suggestion in the first post, but with a little broader description: A game about any mythology or fairy tale creature/person (Minotaurs, Werewolves, Phoenix, Mumin, Lady of the Lake, Amazons, Ali Baba, etc) or location/story (Valhalla, Quest for the Holy Grail, the Iliad, etc). EDIT: Maybe combine it with the "love letter" compo for a little extra spice 
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213
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Community / Townhall / Re: Closure released!
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on: January 23, 2009, 05:58:05 PM
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 Is it supposed to flash like that? I'll try it again when my eyes aren't so tired (and thus more resiliant).
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215
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Developer / Playtesting / Re: Spelunky v0.99.5
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on: January 20, 2009, 11:49:34 PM
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If I lose 10 people because I don't have an easy mode in my game, but then I also get 1 to persevere and learn how to play the game the way it was meant to be played... then that's a success as far as I'm concerned. 'Cause that person will really appreciate the game whereas those 10 people would have just gotten through it. That's the way I'm looking at it, at least.
My experience with Spelunky was similar to my experience with Dwarf Fortress. I tried to play it and failed miserably. Then I tried again with even less luck. And I tried a third time and still didn't get past the first level... so I gave up. Then I started reading the forums and seeing all these people having the time of their life, and I thought, "wow, it seems like such a cool game!" Had I been a teenager with lots of time I think that would have forced me to learn the game so I could join the party  So the conclusion is... You are probably right, the difficulty level makes it more rewarding for those who manage it, while we others still have YouTube on our side  
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218
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Developer / Technical / Re: Why use .RAR ?
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on: January 19, 2009, 06:18:17 AM
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Also, we have ¤ characters in our filenames when we create gfx packages, and zip doesn't support them. Why do you have ¤ characters in your filenames? That strikes me as asking for trouble. Uhm... well you asked why and I told you why. The thought process about the ¤ sign was something like this: - I need a marker sign in the filenames. Can't use # or @, so I use ¤ instead (shift+4 on Swedish keyboards). - Ah works great! - Oh, ZIP screws up, stupid zip, well let's use RAR for these files. ZIP bug avoided! When we publish stuff for the public we obviously use ZIP, of course, but that wasn't what you asked.
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219
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Developer / Technical / Re: Why use .RAR ?
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on: January 19, 2009, 04:57:19 AM
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I like WinRAR... so I guess it's more convenient for me.
Also, we have ¤ characters in our filenames when we create gfx packages, and zip doesn't support them.
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