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TIGSource ForumsDeveloperPlaytestingCaptain Forever
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Chris 2.0
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« Reply #380 on: February 01, 2010, 08:33:44 AM »

I should find  away to get started in Flash so I can make use of that. It would sure save me a lot of work (and flash games are more accessible to the masses than blitz basic games)

Edit: I'm really looking forward to seeing where you do end up going with Captain Impostor, BTW. Whatever direction you go in, I'm sure it will be great.
« Last Edit: February 01, 2010, 10:08:51 AM by Chris 2.0 » Logged
TheForestAuro
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« Reply #381 on: February 04, 2010, 10:26:04 PM »

Ramming spikes are meant to be feared! Try out my design, THE MAW!

                                                     
                                                     
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deathtotheweird
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« Reply #382 on: February 04, 2010, 11:33:23 PM »

That ship is fun, fly right up to other ships and hit left and right, swinging like a baseball bat and taking them out. That's a use of spikes I didn't think of.
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Dale
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« Reply #383 on: February 14, 2010, 11:29:11 PM »

Forever Wiki Update!

Captain Forever article updated with story section.
Captain Successor article updated with pics and enemy section.
New Captain Imposter article.

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oyog
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« Reply #384 on: February 14, 2010, 11:58:22 PM »

So when I was a little kid, probably eight or nine, I invented a turn based game using different shaped/colored blocks.  I played it with my little sister on our living room carpet.  Every spaceship was modular and any time an enemy ship was destroyed the left over pieces could be added to the player (my sister's) ship.  There were six different pieces, each being a different ship component.  There were pieces for hull armor (orange squares), command bridges (blue diamonds), life support (red trapezoids), cargo space (yellow hexagons), lasers (green triangles), and missiles (white thin diamonds).  I even invented a sort of story for her to play through as we went.  It was awesome and amazingly close to Captain Forever.

Anyway, thanks for making a fond childhood memory into an awesome game.  If I ever get around to creating a paypal account yours will be one of the many games I'll end up buying.
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Farbs
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« Reply #385 on: March 03, 2010, 12:00:59 AM »

New episode is out! Would love to hear people's thoughts on Captain Impostor.
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YagerX
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« Reply #386 on: March 03, 2010, 12:35:51 AM »

It's delicious! Loving the new style of gameplay thats different but the same!

Edit: Just spent 100BCP on something that didn't have guns  Facepalm

It's in binary isn't it  Tired
« Last Edit: March 03, 2010, 12:41:09 AM by YagerX » Logged

Farbs
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« Reply #387 on: March 03, 2010, 12:56:42 AM »

Yup, binary. You spend half your CPW when you clone, so it shifts down a digit.
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Kingel
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« Reply #388 on: March 03, 2010, 09:40:39 AM »

I've only made it to level india, but here's what I think so far.

I like that Captain Impostor is much more intense than Captain Successor, where I sometimes have to hunt for a while before I find a suitable target. Having a good ship is much more satisfying now, so I don't miss the building feature that much. I've built a lot of ships already, so it might also be that the novelty of building has worn off a bit. Annihilating all the lower level ships later on is also a lot of fun since it has more of a purpose, unlike in Captain Successor where the lower level ships are mostly a nuisance to me (except when they introduce new module types).

The clone drive does take a bit of getting used to. I find latching onto another ship disorienting sometimes, since I have difficulty telling which way my ship is facing when it's obscured by sparks. Automatically latching onto ships also feels a little unfair at times, since the bigger ships are already more powerful without the added difficulty of maneuvering around them, but it really helps that the command module is much more durable than in the other games.

I also noticed that some of the sound effects can't be muted, like the decloning effect.

All in all, I really like it so far, and I like how you're connecting the games in the series. I think it's a nice complement to Captain Successor, since I see myself returning to Captain Successor to catch my breath and build something every now and then.

Speaking of which...
                                                     
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TheDustin
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« Reply #389 on: March 03, 2010, 11:18:01 AM »

This sounds pretty cool! When I'm not on a school computer that blocks everything fun I'll check it out.  Grin
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Farbs
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« Reply #390 on: March 03, 2010, 12:24:03 PM »

I also noticed that some of the sound effects can't be muted, like the decloning effect.

Ah, cheers for the heads-up. I always forget to test muting. Should be fixed in a few minutes.
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deathtotheweird
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« Reply #391 on: March 07, 2010, 04:48:17 AM »

Ah hell this game is hard. I find it really difficult in the beginning since the only available clones are usually poorly configured and under-powered and re-cloning takes away so much BCP. The biggest annoyance is when I get a ship and a part gets damaged in the clone transfer (which I think should not happen) which then gives me a horribly broken and impossible to drive ship, forcing me to dump it and find something else.
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Dale
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« Reply #392 on: March 12, 2010, 11:30:53 AM »

I've been playing Imposter for a few days now.
Even updated the wiki page: http://captainforever.wikia.com/wiki/Captain_Imposter

Farbs, there is a game-breaking problem!


When the Narcissus' tail has locked-on to an enemy,
It's hard to tell what direction you're flying in.

There are only 2 things telling the player which direction he is facing.
(1) The tail of the ship.
(2) The direction the thrusters are firing.

However, when the tail has locked-on to an enemy,
You lose direction of where you are facing.
The thrusters don't help because they are small
and the "locked-on" lightning graphic is overpowering.

I've accidentally flown into enemy fire many times.
It could not be lack of skill, because I've beaten both
Captain Forever and Successor multiple times.
« Last Edit: March 16, 2010, 04:19:20 PM by Dale » Logged
Dale
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« Reply #393 on: March 16, 2010, 04:18:07 PM »

This is fucking bullshit!
I died several more times because
I couldn't see the direction I was going in.

Do you know how frustrating it is
to invest your time into imposter, and
die because you can't see the fucking direction
your flying in?

Honest to god, I want to punch my laptop right now.

Look man, I want my criticism to be constructive,
so in addition to the post I made earlier, here is
some more information...

1. This problem really only exists at maximum zoom-out.
2. max zoom-out is the preferred way to play at end game levels.
(Echo, India, Kilo)

THEREFORE: At END GAME, when boot/jackers can 1-SHOT KILL YOU,
You basically CANNOT SEE THE DIRECTION YOU ARE FLYING IN, because
you're FULLY ZOOMED-OUT.



There are several ways to fix this. The easiest way is to redo the
Narcissus Ship art so that it has a CLEAR FRONT & BACK-SIDE,
which is noticable while your clone-tail has locked on AND you
are fully zoomed out.

Or, you can redo it so the clone drive is attached to
your mouse peripheral.

FOR THE LOVE OF GOD, FIX THIS GAME-BREAKING PROBLEM.

Don't take this post as an insult or anything.
I'm just passionate about your game...
that means your doing something right.





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deathtotheweird
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« Reply #394 on: March 16, 2010, 05:00:44 PM »

I don't really have the same problem, and I'm sure it's frustrating..but calm the fuck down.

GDC was last week and Farbs was there, I don't think he's had the proper time to sit down and code or read the forums. Give it time.
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Farbs
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« Reply #395 on: March 21, 2010, 05:40:31 PM »

Heheh, thanks allen. I'm actually still in the US, won't be home for a few weeks. Shit won't settle for about a month.
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Lokon
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« Reply #396 on: March 23, 2010, 10:36:00 AM »

You've made super lego starfighter in space!  And I adore it =D  The fact that all the instructions/framing is done via in game character is a little wierd at first but I think it works for you.
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Farbs
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« Reply #397 on: March 23, 2010, 05:01:38 PM »

I have to admit - half the reason everything is done in world/character is because it gives me a voice and a setting to work with. I hate working without limitations. That said, I'm considering moving the supporter info / sell screen offsite and out of character so that I can more clearly explain what people are paying for. Thoughts anyone?
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Eraser
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« Reply #398 on: March 23, 2010, 08:21:51 PM »

I have to admit - half the reason everything is done in world/character is because it gives me a voice and a setting to work with. I hate working without limitations. That said, I'm considering moving the supporter info / sell screen offsite and out of character so that I can more clearly explain what people are paying for. Thoughts anyone?
Keep the current but also setup an off site version. Having themed stuff is always great, and I think that should stay for the sake of being interesting to those who would have likely visited the offsite version already.
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deathtotheweird
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« Reply #399 on: March 23, 2010, 09:04:19 PM »

I think the main site is fine and fits but probably not the best way to go about selling a game. It's cool when you sold the game though.

the front page should be a normal page marketing your game (think thelettervsixtim.es or braid-game.com) and a description of what being a supporter entails, which a link to the free captain forever game and the main site.  Basically taking the supporter page you already have, spicing it up a bit to look like similar sites, and putting it on front.
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