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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

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1  Community / Assemblee: Part 2 / Re: Dungeons of Fayte: 1-4 Player Co-op RPG/Sim [ALMOST WINNER EDITION] on: February 28, 2010, 12:21:12 PM
Just finished my first successful playthrough (Necromancer).  There's so much depth to this game that isn't apparent at first, with all the secrets and decisions in the dungeons.  I loved shooting homing skulls, and the custom endings are so awesome as well.
2  Community / Assemblee: Part 2 / Re: Dungeons of Fayte: 1-4 Player Co-op RPG/Sim [ALMOST WINNER EDITION] on: February 25, 2010, 09:34:56 PM
I was wondering when someone would try the all-grunt approach. Nice job!

Sadly, there is no way to check stats in a dungeon right now. I'd like to do it, but I haven't been able to think of a good way to do an info sheet like that with only two buttons and in a manner that's not disruptive to other players.
Any reason you couldn't put the stat info near the portraits/health bars that you have currently?

About the other idea, I don't think it even needs to be a pause.  Maybe have a toggle button for someone to hit.  When you toggle on, it displays stats/items next to your portrait.  Hit it again to toggle off.
3  Community / Assemblee: Part 2 / Re: Dungeons of Fayte: 1-4 Player Co-op RPG/Sim [ALMOST WINNER EDITION] on: February 23, 2010, 12:11:10 AM
I saw your post on Page 6; lest you think no one would notice this thread, I check this thread at least a few times a week for updates Smiley  It's a really great idea.  I haven't found anyone to play multiplayer with yet, but I'm enjoying the hell out of single player.  It's really fun to try all the different classes and it's a full playthrough is pretty quick -- really encourages you to experiment.

One note is that I recently installed Windows 7.  It still runs (unlike the other report) but none of the transparencies work; that is to say, all the sprites show black where they are supposed to be transparent.  Weird, I know.  Probably a video driver thing, I don't really expect you to fix it.  It's still playable, just kind of ugly now.  It used to work fine on Vista.  Let me know if you want me to try anything.

EDIT: I just found out that running it in compatibility mode fixes the issue!
4  Community / Assemblee: Part 2 / Re: Tiny Crawl (Complete- development continues!) on: February 16, 2010, 10:29:04 PM
This was a lot of fun; just beat the 5 level dungeon.  Even when I considered myself overpowered (AoE spell + 2 heal spells), I still managed to cut it close a few times.

Looking forward to see how this develops.  It feels like a Rogue, but is more accessible.
5  Community / Assemblee: Part 2 / Re: Turbo Quest -New Release 2/9- [FINISHED] on: February 15, 2010, 04:24:41 PM
First time poster; this was one of my favorite games in the contest.  Coming from a past WoW player, I felt right at home with the grinding.

Unlike a lot of people on this thread, I think this game would be more fun if it were more complicated.  When I think about "how could we make this idea a mainstream hit?", you need to have more interaction.  There are a lot of obvious things you could do, with equipment, party members, decisions to make (like Dungeons of Fayte), etc...  I know you want to keep it simple, but my mind likes to go nuts.

I also like the idea I heard suggested above where you can make many variations of this game.  The base could be used for a standard fantasy RPG (as it is now), but also easily adapted to other genres: sci-fi, old west, etc..  Lots of possibilities.

Anyway, very impressive work.  I'm keeping an eye on this thread for future updates.
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