Robot Adventure Game
#2925 posted by ijed on 2009/10/23 19:35:52
Hmm
#2926 posted by nonentity on 2009/10/24 14:54:09
I Don't Read
#2927 posted by ijed on 2009/10/24 15:42:50
Just respam.
Play it anyway. I'm broke but just bought it.
#2928 posted by starbuck on 2009/10/24 19:03:18
nice demo, beautiful artwork. Great character to the animations. Looks like an awesome childrens picture book.
Really Worth The $10
#2929 posted by ijed on 2009/10/25 16:58:41
Although I lost half my weekend to it.
Anjea
#2930 posted by anjela on 2009/10/25 17:03:23
fdguktdtinv crukjvcdxrmk ghmgdrtytjkgyujnb vgcfhbnjkjngtdfnyntgtynynmnmngtcvyhnyftymynyrdwaqsdxrbh
Hmm
#2931 posted by nonentity on 2009/10/25 19:46:08
Played the demo and the last couple of puzzles at a friend's (from the bomb defuse onwards). Absolutely beautiful game, waiting 'til I have some spare dollar to buy it, like said it's made by 7 self funded indie developers, can't really steal that shit even using the 'moral'* justifications of piracy.
*Disclaimer: I'm using apostrophes to highlight a lack of commentary on the validity of such arguments, merely stating their existence (the old 'men in suits getting the majority of the money due to owning the distribution/production' shit). I don't wish to start _another_ piracy flame session.
#2932 posted by JneeraZ on 2009/10/25 21:03:30
"I don't wish to start _another_ piracy flame session."
Then don't bring it up. It's intellectually dishonest to get to state your opinion on something and then say you don't want to start a discussion.
Too Late
#2933 posted by RickyT33 on 2009/10/25 21:50:27
Willem
#2934 posted by megaman on 2009/10/26 00:18:09
to be precise, he wasn't bringing it up. He was just using it to emphasize the greatness of it by describing his emotions/thoughts. That's about the same as if one of us others says "it's so worth the $$". That doesn't really bring up the question if capitalism is right unless you look at it funny for a while ;-)
#2935 posted by JneeraZ on 2009/10/26 12:44:20
If you have to include a disclaimer, you're already over the line. :)
OK I Got A Pure Hard On For This:
#2936 posted by RickyT33 on 2009/10/29 17:18:27
http://www.youtube.com/watch?v=vHppPp0Nj_U
Is till think Colonial Marines is a better concept, but I must admit this looks goooood
TF2 $2.49
#2937 posted by Zwiffle on 2009/10/29 20:26:33
If you wanted TF2 but were too broke to get it before, now's your chance as it is only $2.49 for a limited time.
http://www.teamfortress.com/post.php?id=3014
Torchlight
Kill 'em and take their stuff.
Ricky
#2939 posted by DaZ on 2009/10/30 03:25:20
hell yes, the trailer reminds me so much of the original AvP game that rebellion did. That was such a fantastic game!
Really looking forward to this!
Torclight
#2940 posted by Vigil on 2009/10/30 08:59:50
Diablo with modded graphics. Even the town music is "heavily inspired" by the Tristram theme.
Still loving it.
Vigil
Torchlight
#2942 posted by bal on 2009/10/30 09:57:14
Loot! Make sure to play on very-hard, cause normal is way too easy... So addictive.
Argh
#2943 posted by Spirit on 2009/10/30 23:14:09
If Torchlight gets released in a sexy box it will be the first game since fucking S.T.A.Lhas encountered a problem I will buy. It is a bit too WoWish for my taste, I would like a proper inventory, diablo-ish character screen and icons for the spells(?). The font is kinda hard to read (at least in 800x600). And sometimes there is just a bit much effects. I prefer high detail "epic" like Diablo but well played just 2 hours non-stop.
Spirit
#2944 posted by bal on 2009/10/31 12:47:59
What do you mean by proper inventory? YOu mean where objects take up various space?
I'm happy they ditched that, I hated playing tetris with my items in diablo2, and diablo 3 has gone with the 1-slot-per-item technique too if you check the videos.
diablo 3 has gone with the 1-slot-per-item technique too if you check the videos
AFAIK they ditched that and went back to tetris.
Inventory Snake
#2946 posted by Preach on 2009/10/31 13:31:07
It is possible to retain the idea of items taking different space within an inventory without having to worry about tetris.
The simplest, but not very practical way, is just to make the inventory 1-dimensional. That way all packings are optimal, and there is nothing to worry about. Nobody really wants to have to scroll down a very tall inventory which is only one box wide though, so a better interface to that inventory would be needed
The idea I just had was to take that 1 dimensional representation of the inventory, and then just have it snake up and down the screen. That way you can render the whole thing in a square area, but the areas that items occupy sometimes bend around corners.
You might have to work a little harder to display icons for the items within their space, which could be tall and thin, or irregularly shaped at a corner. Perhaps a tileable texture which conveys item type would fill the space in background. Then an icon could float to fit in the tallest continuous space the item occupies. Since you're always guaranteed ceil(item_size/2) height, even on a corner, you could still have that icon as fixed height.
#2947 posted by Spirit on 2009/10/31 13:33:41
Yeah, I like actually seeing the items in the inventory. The 1 slot just makes it harder to see what is what. :)
I forgot to say that Normal mode is really really easy. I guess I should have started harder but now I don't want to start again.
Spirit
#2948 posted by bal on 2009/10/31 17:18:39
Very hard is alot funner yeah, normal was boring. =\
Preach, well, you can always go for a weight system otherwise... but I like that even less I think.
I Think The Weight System In Stalker
#2949 posted by megaman on 2009/10/31 18:41:08
worked very well.
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