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TIGSource ForumsPlayerGamesI know a new game that is out..
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« Reply #180 on: September 13, 2008, 06:50:47 PM »


NOTE: Spinoffs are not always a good idea.
SHUT YOUR ***** MOUTH!

NINJA MISSIONS FOREVER!
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« Reply #181 on: September 14, 2008, 03:45:33 PM »

But the cover art even consists of a facepalm.

Hey Dan, if you don't mind me asking, how long did it take you to make Iji?

It's difficult to answer. Somewhere between 2000-3000 hours is my best estimate - I took many month-long breaks but literally worked day and night when I did have the motivation. That's about the time I put into Ultimortal too but that sucked horribly, so uh... what I'm saying is that time spent is not a measure of quality. :p I'm not happy with how long Iji took to make.

By the way, I know it may seem like it but the character Dan has nothing to do with me. He's a derivate of another character of mine from a work that was never publicised. So Iji is more of a Mary-Sue than he is, eventhough she's rather based on three other people, real and literary, but mostly my own old characters. Hm, this is getting confusing.
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« Reply #182 on: September 14, 2008, 03:47:38 PM »

I'm not happy with how long Iji took to make.

Would you say this has to do with the tools you used, or more with the way you approached it?
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« Reply #183 on: September 14, 2008, 03:53:31 PM »

Firstly, making such a big game in the first place, when I could have made many smaller ones that would have caused much more combined joy for my players. Secondly that I took such long breaks, which inflated the project time into four years (avoiding this would likely have burned me out very fast though). I can't really say anything bad about Game Maker, Goldwave, Photoshop 5 or Blender 3D since without those great programs I wouldn't have been able to do anything.

Well, alright, I used a really old Blender version without even an undo button since the FK skeletons were incompatible with newer versions. I'm lazy...
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« Reply #184 on: September 14, 2008, 04:15:26 PM »

Firstly, making such a big game in the first place, when I could have made many smaller ones that would have caused much more combined joy for my players.
You speak as tho making a big game is a bad thing. If you had not made it, however, you may not have as many players as you do now. This game put you on the map, or rather on a map that you heretofore had been excluded from. Before this point you were in a quagmire of "casual freeware" game developers so vast that to rise to the top and be noticed by a larger audience you needed something epic. Iji is that epic, sir. Don't lament it, celebrate it. Gentleman

And fix her face in the closeups, man.
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« Reply #185 on: September 14, 2008, 04:22:40 PM »

Large games are totally worth it. Grin
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« Reply #186 on: September 14, 2008, 04:23:33 PM »

And fix her face in the closeups, man.
I know, it's embarrasing... certain images still make me cringe (in particular the cutscene at the end of Sector 2), but no matter how much I redrew them I couldn't get them better for release. Tongue I'll likely fix some of them up for version 1.2, thanks.
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« Reply #187 on: September 15, 2008, 02:34:49 AM »

I don't think I would have enjoyed four years' worth of little games more than Iji.
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« Reply #188 on: September 15, 2008, 01:52:58 PM »

I don't think I would have enjoyed four years' worth of little games more than Iji.
Exactly. Thanks a lot for Iji, Daniel. Putting so much effort into a freeware game is something really commendable. Gentleman
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« Reply #189 on: September 15, 2008, 09:39:03 PM »

I don't think I would have enjoyed four years' worth of little games more than Iji.
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« Reply #190 on: September 16, 2008, 05:30:15 AM »

I tried Iji yesterday. It's alright, IMO. Upgrading feels annoying.. I have nfi what's best to upgrade or how to tell, and the game seems to taunt you by sayign "Oh no, you can't crack a scout! Oh no, you can't kick the door! Oh no, you can't handle this weapon!"
and I'm 100% sure her brother's an AI and her sister crawls the ventilation shafts, and I'm only on level 3.  WTF
On a positive note, some of the enemy weapons are really cool (The green spammy thing, and those rockets rock).
Lol my first encounter with rocket.. see an enemy charging up so I jump, I thought he was locking on to me. I jumped straight into the rocket path, and about 4 people at work were watching after commenting on "standard gameplay" then everyone was like WOAH.  Smiley
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« Reply #191 on: September 16, 2008, 08:06:28 AM »

I'm 100% sure her brother's an AI and her sister crawls the ventilation shafts, and I'm only on level 3.  WTF

 Roll Eyes
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Seth
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« Reply #192 on: September 16, 2008, 11:29:43 AM »

release a mac port please

edit:  that came off whiny.  I mean, I'm just disappointed that I don't have the chance to play a game that everyone's so hyped up about!
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« Reply #193 on: September 16, 2008, 03:01:04 PM »

release a mac port please
Unfortunately, it's impossible to my knowledge since it was made in a Windows-only tool. Sorry.
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« Reply #194 on: September 16, 2008, 04:19:54 PM »

A Mac GM should be available eventually, but it'll most certainly be based on newer versions, to which Iji's source code can't be translated and would force Ultimortal into a lot of work.

I think Mac users are out of luck.
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« Reply #195 on: September 16, 2008, 04:37:55 PM »

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« Reply #196 on: September 16, 2008, 05:15:27 PM »

Done a games journalism for Iji,http://db.tigsource.com/games/iji. Don't know if I covered everything, tell me if I didn't.

On a an secretly related note, can anyone provide me with a picture of General Tor or an Annihilator?
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« Reply #197 on: September 16, 2008, 05:44:22 PM »

"Tragic ending for killing everything"  Shocked -TigerSauce Review
A nice twist, indeed. But you know, with all those weapons lying around..
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« Reply #198 on: September 16, 2008, 08:01:06 PM »

And fix her face in the closeups, man.
I know, it's embarrasing... certain images still make me cringe (in particular the cutscene at the end of Sector 2), but no matter how much I redrew them I couldn't get them better for release. Tongue I'll likely fix some of them up for version 1.2, thanks.
Simple solution. No detail. Just an outline. If you feel the need add a little shading where her eyes would be, but keep the thick blocky shapes. It worked for OUt of this World, the comparisons are unavoidable, so just go with it.
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« Reply #199 on: September 17, 2008, 03:24:40 AM »

Fantastic game. I can't think of any other that has such a human main character.

Didn't mind the art (and thought that the cutscenes were pretty great). Some of the writing was a bit dodge though.

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