Re: Pirate Game
Posted: Mon May 04, 2009 11:03 pm
Yeah I know... Ok i will do that thanksdavidthefat wrote:Water and grass is too repetitive, go look at the pixelart tutorials in the game design forum
The Next Generation of 2D Roleplaying Games
http://elysianshadows.com/phpBB3/
Yeah I know... Ok i will do that thanksdavidthefat wrote:Water and grass is too repetitive, go look at the pixelart tutorials in the game design forum
Yeah. It seems to be bug-free too.Christer wrote:With the application "Wine" Right?
I wouldn't say 'quite slow,' just kind of slow.gordon wrote:Yeah I tried it in wine aswell. Seemed to work. Does the character normally move quite slow or is it just me?
I will fix that bugg with the full inventory thing. I think you meen modify insted of hacking . Well I made the game so its easy to modify by other people. Because I know alot of people like modify stuff.davidthefat wrote:THere are bugs I have found, The merchants let you buy stuff even if your inventory is full and it doesnt show up in the inventory when bought while full. and I hacked it... LOL
Code6226 wrote:Hey, cool game!
I noticed you are using my Puchisoft Dispatcher for your game's Auto-Updater: http://puchisoft.com/dispatcher.php
I'm an game developer too, so I love seeing indie games use my software. I'm just dropping by here because I noticed you are not automatically checking for updates to your game. I understand you may not want to bother users, but this way they won't know there is a new version out there unless they dig up the Updater.exe and run it themselves.
To get the best of both words, you could have your PirateGame.exe launch "Updater.exe -quiet". This means that the Updater.exe doesn't actually show any windows/GUI at all unless it finds an update. If there is no update, it will just close itself, never having been shown to the user. If there is an update, the Updater shows itself and the user will be prompted.
More Info: http://puchisoft.com/Dispatcher/Manual/whentorun.html
Sorry for such a late reply, I have been very busy. Just to clarify on Torque Game Builder, it is 1000x more powerful than it looks. All Torque engines are AAA quality engines, and more games have been published using the Torque series of engines than even the million dollar big-boy engines. Don't let TGB's editor fool you. It is extremely streamlined to help save time in putting together your scene. Most everything still needs to be coded, although it does come with some sample scripts and sample behaviors mainly for learning purposes. You can use C/C++ and/or TorqueScript, and the editor you see in the shots are written in TorqueScript which you have full access to modify and change as you please. It also uses a nice "behavior" system which is extremely powerful. Not to mention its physics and loads of other useful functionality. No linux support, tho. Linux support only exists for the original Torque Game Engine(not Advanced, Builder, or Torque3D). They dropped it due to linux being a poor market for games. All engines are Win and Mac compatible though.Torque Game Builder is more about make it more simple and less coding right? If thats the case then I dont really want it. I like to do everything my self. I did a huge misstake making the game in Blitz3D and not BlitzMax. If I would do it in BlitzMax the game would be playable at Windows, Mac and Linux.
Thats a good point I will check it outfireVein wrote:Sorry for such a late reply, I have been very busy. Just to clarify on Torque Game Builder, it is 1000x more powerful than it looks. All Torque engines are AAA quality engines, and more games have been published using the Torque series of engines than even the million dollar big-boy engines. Don't let TGB's editor fool you. It is extremely streamlined to help save time in putting together your scene. Most everything still needs to be coded, although it does come with some sample scripts and sample behaviors mainly for learning purposes. You can use C/C++ and/or TorqueScript, and the editor you see in the shots are written in TorqueScript which you have full access to modify and change as you please. It also uses a nice "behavior" system which is extremely powerful. Not to mention its physics and loads of other useful functionality. No linux support, tho. Linux support only exists for the original Torque Game Engine(not Advanced, Builder, or Torque3D). They dropped it due to linux being a poor market for games. All engines are Win and Mac compatible though.Torque Game Builder is more about make it more simple and less coding right? If thats the case then I dont really want it. I like to do everything my self. I did a huge misstake making the game in Blitz3D and not BlitzMax. If I would do it in BlitzMax the game would be playable at Windows, Mac and Linux.
I'm a bit of a fanboy if you can't tell. :P Torque is just a really huge bang for your buck to get a game up and going for 2D or 3D. I can't help but spread the word.
In all reality, the point of using any engine is to save time on dev, so you can put more time into your gameplay. Same reason you use Blitz rather than write your own complete engine from scratch.
Like I said though... your game has a lot of potential. It looks good, and plays good and thats what really matters regardless of what language or engine that it is created in. Use whatever gets the job done, as they say.
/ramble :P