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41
Modding / Re: Something like a sequel mod
« Last post by Cascade on April 14, 2018, 10:48:59 pm »
That took me a while to figure out too! You're supposed to use Li's blaster to shoot down one of the glowing fruits in the Erulean's Abode
Also, glad to see this is still active!!
42
Modding / Re: Alec stopped hosting mods (Please help)
« Last post by False.Genesis on April 12, 2018, 02:31:34 pm »
Hmm.. since i'd helped out at some point to convert the old 1.1.1 scripts to the updated scripting interface... the mod wouldn't run properly, i think. Not everything was converted and some other things did maybe work but i was unsure.
I'll see to contact them and ask.

Also, i'd be glad if someone else also archived these things. Too much has already been lost since I was unable to grab everything. And i sure don't want to be the only person hosting & keeping backups...
43
Modding / Re: Alec stopped hosting mods (Please help)
« Last post by Ender Skywalker on April 12, 2018, 05:49:20 am »
I'm glad you've been archiving mods and fanart. With this small fandom, you never know when something might  disappear. There have been two wikis for the game and they're both gone. Anyway, any chance you might contact one of the creators of Magic of Aquaria to see if they'd be okay with you releasing what you have?
44
Support / Re: Unofficial update packs! [OSEv1.002][16th August 2015]
« Last post by Ender Skywalker on April 10, 2018, 03:46:18 am »
How do I open/extract .aqmod files? I'd like to make sure Li always has his sequel mod haircut.
45
Modding / Re: Something like a sequel mod
« Last post by Ender Skywalker on April 10, 2018, 03:28:13 am »
I'm stuck at the Energy Temple. Every path is blocked except one that's too dark to navigate. I'm guessing I'm supposed to find something to light it up with, but what?, and where? Of all the pets to leave to care for Lucien, Li picked the one that could actually be useful right now!
46
General / Aquaria on...
« Last post by Raitosan on March 30, 2018, 09:29:15 pm »
Aquaria on Nintendo Switch? Possible? :D
47
I'd be interested. Though I don't have any ideas atm, I'm sure I could give it a try.

But by now I assume this project is totally dead, isn't it?
48
Modding / Re: Native - mod
« Last post by False.Genesis on March 28, 2018, 01:42:07 am »
Attempting to load certain areas crashes the game. The error message is "Flag 0 not allowed." I haven't tested every single area in the game, but I know it happens with Home Waters and Open Waters 1.

Right, the native mod isn't on the list of mods i fix for future upwards compatibility. Thanks for the reminder. Will have a look at this the next time i prepare an update (might take a while tho).

Btw, any clue why Naija's home is called Vedha Cave?

From what i remember Alec saying at some point... "Vedha" was the name of Naija's grandmother, which was removed at some point in an earlier prototype. (Back at this point the game was apparently more of an RPG with a populated world and people to talk to, iirc. Interesting how it changed.)
49
Off-Topic / Re: Hello there!
« Last post by Ender Skywalker on March 24, 2018, 05:32:14 am »
Hi. I'm new too.
50
Modding / Re: Native - mod
« Last post by Ender Skywalker on March 24, 2018, 05:30:53 am »
Attempting to load certain areas crashes the game. The error message is "Flag 0 not allowed." I haven't tested every single area in the game, but I know it happens with Home Waters and Open Waters 1.

Btw, any clue why Naija's home is called Vedha Cave?
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