Hey, we have forums!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - GMMan

Pages: [1] 2 3 ... 17
1
Support / Re: Problem on Linux
« on: March 02, 2013, 01:45:28 am »
Try checking the logs for script issues. If you want to stick with the Steam version, have it validate your cache so it can put the old scripts back, because different development version need different script versions due to scripting interface changes.

2
Modding / Re: Sprite Mods
« on: February 26, 2013, 05:56:03 am »
Make your own? For the latter you can try scaling down  and chopping up the limbs (urgh). In any case, I don't remember the character sprites being very high resolution, so if you do it right you won't notice loss of details or anything.

(Reminds me about the time when I made my Minecraft skin. Took a stone golem (similar to the one you see in my avatar, except is in sprite form) scaled it down in GIMP, copy and pasted bits, then edited a lot of pixels. Shouldn't be too different here.)

3
General / Re: Aquaria for Android: Call for Testers
« on: February 20, 2013, 07:37:54 am »
I would say implement a mod downloader, and a couple of default ones (not the editor tutorial or menu demo, but playable/interesting ones). I vote for Beauty of Aquaria and the jukebox. I'm betting you guys will have to edit some of the scripts so the mods work. Who's going to be doing that?

4
General / Re: Aquaria for Android: Call for Testers
« on: February 13, 2013, 06:16:38 pm »
On the testing page it says
Quote
Minimum requirements: Android 2.3.3 or later, 1.1GB free storage

5
General / Re: I am astonished this game is not more highly regarded.
« on: February 11, 2013, 04:17:18 am »
Interesting to know that the game gets reworked every once in a while. First the Open Source version in 2010, then the (unfortunately not open source) iPad version in 2011, and now the (probably still not going to be open source for who knows how long) Android version, which will be coming soon. So the game is definitely out there, and still getting attention, but not as much as when it's new.

(Yes, I'm a stickler for open source. They've opened it up already, but didn't continue to with other revisions. Would have made porting easier to other less cared for mobile platforms if they did open source the iPad version. Now I'll continue pushing through Mithalas on a 4.5" screen.)

Edit: *cough* *choke* I just found some GPL marked files.

6
General / Re: Aquaria for Android: Call for Testers
« on: February 11, 2013, 04:06:16 am »
Just wondering, what exactly is NAGE? I know it's a (probably heavily) modified version of BBGE, but what does it stand for? New Aquaria Game Engine?

7
General / Re: Aquaria for Android: Call for Testers
« on: February 07, 2013, 05:13:07 am »
Got to the Energy Temple, and combat has been... awkward. I have to hold the phone try to not make my two fingers get in each others' way. Maybe using the virtual stick would be better, but it's too sensitive. I'll play some more before I file recommendations.

8
General / Re: Aquaria for Android: Call for Testers
« on: February 05, 2013, 11:34:16 pm »
Whoa hey, that's great news! I'd love to try, since I haven't played Aquaria on a touchscreen before. I'll PM you.

BTW, any chance of open sourcing this? Some of us are getting antsy about it. (I've been eyeing XNA for a while, but nothing serious yet.)

Edit: Hey, wait, does this have anything to do with the fact Ouya is coming out some time this year?

9
Support / Re: Unofficial update packs! [1.1.3+][Updated 14th Oct 2012]
« on: January 08, 2013, 03:48:44 am »
Just played for about an hour. I found I have mostly forgotten the recipes and songs. Anyway, world map works and textures show up properly, though the screen tearing thing at the top still happens, but that's a minor issue.

Couple of requests:
- Make the entity activation range a bit bigger. I can see the entities seizing up for a moment before continuing.
- When Naija is out of the water, make the ripple effect only apply to the parts that are covered by water. It looks sort of funny having air doing a ripple.

10
Aquaria for iPad / Re: Controls are too hard
« on: January 06, 2013, 07:46:37 am »
Now, about that source code we want...

11
Support / Re: Problem with delivering of the Aquaria OST to Russia
« on: December 17, 2012, 03:03:33 pm »
That's weird. It looks like the item hasn't even shipped. Try emailing the address shown to you in the PayPal receipt.

12
General / Re: Aquaria on Steam - Why no Sale?
« on: December 08, 2012, 05:45:54 am »
It would be nice for Aquaria to get a sale when Steam on Linux is publicly released. (BTW I've got an official invitation to the beta. No longer need to right click on the icon.)

13
General / Re: Aquaria for Linux may be going on Steam
« on: November 08, 2012, 05:04:52 am »
Holy mother of code... It does in fact have a full set of symbols. Not sure if there is debug data, but every single function has a name. I'm uploading to Dropbox right now. Meanwhile, any specific code you want me to check?

14
General / Re: Aquaria for Linux may be going on Steam
« on: November 07, 2012, 11:06:54 pm »
OK, it runs. It's version 1.1.3, probably using the same codebase as the one from HIB. The executable is huge (50.9 MB), so chances are either a lot of libraries a compiled in or it's unstripped. Anyone want to do some digging and see which code branch the build is from?

I haven't actually played anything, but one bug I've noticed is changing resolution doesn't always work. Changing in full screen exits, and changing from windowed, then ticking full screen, then exiting leaves 800x600 resolution.

15
General / Re: Aquaria for Linux may be going on Steam
« on: November 07, 2012, 10:38:39 pm »
Not sure if working. It shows up in my game list and I can install it, but it pops an "unauthorized" box in the middle of my screen. I suppose Steam isn't disabled, but you can hardly play anything with a gray box in front of everything.

Pages: [1] 2 3 ... 17