sounds good! very atmospheric.
phat bass :p
Search found 802 matches
- Thu Jun 15, 2017 8:50 pm
- Forum: General Discussion
- Topic: New music for Stote's Quest
- Replies: 2
- Views: 999
- Thu Jun 15, 2017 7:21 pm
- Forum: Q&A Discussion
- Topic: changing the view of the slice editor permanently
- Replies: 5
- Views: 946
The new view is much better! I still get problems, but I think that's because I'm using super+arrow to resize/position my window. When I double click maximise the window pane, it looks great. Just a note, the scrollbar for navigating the slice tree appears to cut off the view of the slice collection...
- Tue Jun 13, 2017 11:36 pm
- Forum: Reviews
- Topic: Review of Wandering Hamster
- Replies: 0
- Views: 1364
Review of Wandering Hamster
GRAPHICS Overall, the graphical quality was well-formed and comprehensible, but poorly detailed. Lighting is over-represented, which is the opposite of what you would expect to see in real life. Shadows and dark areas should be more prominent and outnumber highlights, which should be used (extremel...
- Mon Jun 12, 2017 9:09 pm
- Forum: Reviews
- Topic: Review of Blackeagle
- Replies: 0
- Views: 851
Review of Blackeagle
GRAPHICS Quite decent, and I wish there were more enemies, who were by far the most interesting part of encounters. Unfortunately this was offset by actual combat being rather same-y, with little visual effects to differentiate them. I liked the battle backgrounds too and they were evocative. Altern...
- Mon Jun 12, 2017 8:14 pm
- Forum: Reviews
- Topic: Review of Spooks and Summons (Halowoof)
- Replies: 0
- Views: 1206
Review of Spooks and Summons (Halowoof)
GAMEPLAY Extremely strong mechanics and well structured!. Very impressive design, pacing and concept. Game authors should look to this as an example of what to do and how to do it! Very linear, and there was one main room which most of the game takes place in. Thought out progression and execution....
- Mon Jun 12, 2017 5:37 pm
- Forum: Reviews
- Topic: Review for Sour City
- Replies: 0
- Views: 940
Review for Sour City
Review of "Sour City" WRITING The dialogue seems like typical stoner fare. Hilarious, i suppose, but also clunky and understated, which is a shame, because it is witty. Here is an example from the opening scene: Some good lines of dialogue are scattered around here and there, but buried un...
- Mon Jun 12, 2017 5:47 am
- Forum: General Discussion
- Topic: Map Editor Menu Layout, Discussion
- Replies: 7
- Views: 1593
- Sun Jun 11, 2017 5:57 pm
- Forum: General Discussion
- Topic: Map Editor Menu Layout, Discussion
- Replies: 7
- Views: 1593
- Sun Jun 11, 2017 7:13 am
- Forum: General Discussion
- Topic: Map Editor Menu Layout, Discussion
- Replies: 7
- Views: 1593
its cool, I know you're busy. I don't really expect full replies, but these are just here if people want to add suggestions, notes etc., so you can get around to it in your own good time. if you feel like it. EDIT: When more than one NPCs are placed into a single tile, is there a way to control whic...
- Sat Jun 10, 2017 1:01 pm
- Forum: Game Discussion
- Topic: What kind of art? What kind of future? What kind of engine?
- Replies: 83
- Views: 21889
- Sat Jun 10, 2017 11:08 am
- Forum: Game Discussion
- Topic: What kind of art? What kind of future? What kind of engine?
- Replies: 83
- Views: 21889
I really want to make a game about a feudal hamster kingdom set during a period of political turmoil and social strife/upheaval... The main characters are a band of hamster knights, but possibly it would have an eastern setting, with samurai and ninja rather than european style knights. They also do...
- Sat Jun 10, 2017 2:38 am
- Forum: General Discussion
- Topic: Map Editor Menu Layout, Discussion
- Replies: 7
- Views: 1593
This is really about the tile drawer than the map editor: Even though this tile drawing screen is mouse driven, there doesn't seem to be any way to exit the tile drawing screen using the mouse (unless I missed it) It would be nice if there was a clickable button to return the user to tile selection....
- Sat Jun 10, 2017 1:41 am
- Forum: Q&A Discussion
- Topic: Verb menu for adventure game?
- Replies: 3
- Views: 822
you could use zones that turn tags on/off and have a menu that shows options based on that. You can put multiple zones in a tile. Menu options can appear conditionally on tags, so you can make them appear/vanish. Menu options can have branching results using tags too. You might have a menu option ca...
- Thu Jun 08, 2017 9:10 am
- Forum: Game Discussion
- Topic: Flavor Text Adventure Contest
- Replies: 55
- Views: 12616
- Thu Jun 08, 2017 1:19 am
- Forum: Game Discussion
- Topic: OHRRPGCE feature requests/suggestions
- Replies: 698
- Views: 103154
Store the strings as text slices. I agree though. that... is a good idea... but would it not be more difficult to do operations on text slices compared to strings? And converting back and forth betwen slice and string? request: can we increase the size of weapon graphics? By about 10 pixels? I tend...