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Exception

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Posts posted by Exception

  1. OK. Out of curiosity, Agora, would you deal with members on a separate basis when on the shoutbox against the forums, or do you treat them as one?

    As said, I assume from my perspective that you treat them separately. I see that it's better to know now, rather than unintentionally cause any conflicting problems later on. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
  2. > ![](http://p1ceu.glaciate.net/AB.png)
    >
    > (URL at [http://p1ceu.glaciate.net/AB.png](http://p1ceu.glaciate.net/AB.png) if image is not visible.)
    >
    > Offensive racism towards Asexual Incubus.
    >
    > I set a warning, as really, that was unacceptable. It happened on the shoutbox, and I assume that you wouldn't warn members on the shoutbox in the same aspect as the forum, but I can't mute anybody. If the points is an issue, can somebody reverse it, and make it clear to Abhi that racism won't be tolerated?
    >
    > Thanks!
  3. > K People just got mod permissions. If i see anyone abusing them they will be stripped of there powers without warning.

    Wait, you were serious 'bout Sekaru? xD

    Anyway, what about mrsean? I didn't mean to derial the thread with my suggestion. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
  4. I was talking to Sekaru earlier, and I wanted to suggest…can we dissolve the dev and shoutbox mod group, and be moved to mods? We effectively function as staff altogether, anyway, and most of the moderation stems from the shoutbox rather than the forums. All of these various groups are starting to become confusing now. ![:wacko:](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wacko.png)

    I think members are more than familiar with what we all actually do now, and are starting to look at us as staff collectively.

    It ties up with Matthew being suggested for shoutbox mod, Richy not being alone, and Sekaru won't fall to MrSean. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

    I'll probably be met with "no", but hey. 's only a suggestion.
  5. > ![-_-](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/sleep.png) This post looks like shit

    That is uncalled for.

    > Ok i'm looking for the following people for my project:
    >
    > - pixel artist
    >
    > - music composer
    >
    > Coding will be handled with VB6 and DirectX7
    >
    > Images will be handled using png

    Does this look familiar?
  6. As per usual, your games lack cohesion. You say at first:

    > In RoM, players won´t progress that generic like in every other game. You will progress based on what you will train and on what role do you focus.

    And then say:

    > Here is list of some skills what i probably include into game:Attack
    >
    > * Strenght
    > * Defence
    > * Endurace
    > * Archery
    > * Crafting
    > * Thaumatergy
    > * Smithing
    > * Blacksmithing
    > * Herblore
    > * Mining
    > * Woodcutting
    > * Fishing
    > * Slayer
    > * Hunter/probably
    > * Agility/probably

    Which is more or less, a direct copy of Runescape, The only "unique" one there, is _thaumaturgy,_ (a, not u), which is basically magic, with a fancier name in place. You've even put -_probably_-. Has any of this been planned? Anyway, so no it's not exactly non-generic. In-fact, it's identical to Runescape.

    Here's the next interesting bit:

    > You can make yourself rich by training trade skills, like woodcutting, mining, fishing etc.

    From my understanding, this is a zombie survival game, right? Therefore, wealth is irrelevant. If it's a survival game, that implies there are very few people left, all of which have slim chances of survival. They won't be interested in _money_. Think about it. They'd be interested in _essentals_ to survive; food, weapons, water, etc. That functions as a form of currency, if any, and the fact that you've implemented currency, into an apocalyptic world proves that you haven't quite done your research around the area, and looked at simple basic elements.

    I'd even go as far to say that everything here is a do-as-you-go-along project. Have you actually wrote anything down, planned anything, looked for holes in logic, etc?

    > you can also become rich by slaying various hard-to-kill enemies, like bosses.

    /yawn. For an RPG that's expected. Don't flaunt that as a feature, or you undersell yourself.

    > Also you will progress in-game not based on levels, but by days survived. Also there will be hunger system, so when you are hungry, you will do less damage (fair yea?) and when your hunger level reach zero, you will start loosing health.

    I'd admit, days survived is somewhat unique, but tell me, in what way does that reward you, allow you to use better things, progress, etc? RPGs have levels for a reason, and I don't think you quite understand that reason. It's like you wanted to just rip it out, and replace it to call it a feature.

    Hunger is nice.

    > * Replaced normal WSAD/Arrows movement by fully working mouse movement

    _Really?_
  7. > No.
    >
    > When trying to use the scroll bar on the right, a bloody overlayer creeps up over the screen when you hit the right side of the screen. Pain in the ass.

    The start charm only pops up if you scroll directly on the bottom-right and top-right corners, and then proceed to scroll up.

    You know you can also scroll by actually scrolling the mouse directly right?
  8. > You guys are just so persistent on this **religious** subject.

    > I'm tired of arguing with you kids when my topic says to **only debate on new world order**.

    Er…wasn't it you who implied that the New World Order was a religious and political matter to begin?

    > **Topic**
    >
    > _New World Order_ basically focuses on three things:
    >
    > * Global government/currency/religion.
    > * Two classes: elite and slavery.
    > * Evolution to reach Godhood and worshipping Satan/knowledge.
    >
    > First of all, back in the days of Adam of Eve, Satan had deceived man into rejecting God to the fullest level possible. Noah was the only righteous man. Many people say God is evil and unjust. but the flood was necessary or all of mankind were basically doomed. For example, mankind engineered themselves like what we're trying to do today - immorality and evolving our body to the next level of the evolutionary process. Although, they achieved this faster than us since they had help from _Fallen Angels_.
  9. > I know how picky people are about sources, but that is just ridiculous.

    If you knew, then you should definitely not have referenced them, right?

    Anyway, I edited my post, I'll stay off now and just read, reading was interesting enough for me. ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
  10. **The Issue**

    So, after a short discussion in the shoutbox, we came to the (quick and obvious) conclusion that having Eclipse Origins 2, 2.1, 2.3, 2.7, 3.0, 4.0, all as supported versions (Well, bar 4.0), and completely out of chronological order was rather confusing.

    We then came to the fact that we should have a central naming convention. To put this into perspective, here's exactly what's oncoming: we have an Eclipse in VB6, one in development in C#, one in development in Actionscript, one in development in HTML5/JS, and one that's rapidly progressing in C++.

    Action

    We need one that isn't going to be confusing, and one that would follow a _constant_ version system. Names should be used to distinguish custom versions, for what's to become official, it should reflect the site, Eclipse.

    My suggestion? We use purely the word "Eclipse" as the engine name, and for each version - no additional fancy/cool sounding names - it's just followed by an abbreviation of the programming language used. As an example, they'll become E-VB, E-CS, E-AS, E-Web, and E-CPP.

    As it's a suggestion, I'd like to bring it open to discussion. Any comments that we can take on to see whether this is viable and can go on?
  11. Did you -**_really_**- just use **_Fox News_** as a reference? ._.

    EDIT: I read it. It says "Read more at The Sun." at the bottom. Oh my.

    Fox, The Sun, Yahoo, etc. All "references" to avoid.

    EDIT 2: OK, I acknowledge Nat. Geo. as a source, but:

    1) Just because multiple news sites post the same thing doesn't increase the reliability. News sites post things [Often stealing from others at incredible speeds, to catch up] that will catch a viewer, to increase profits. It even says "The expedition team is "99.9 percent" sure. Others, well, aren't." on the Nat. Geo. source, right at the sub-heading.

    2) Please, do expect your entire post to be largely discredited if you post something as obviously biased such as Fox/The Sun/etc right next to it. I would have thought that would be obvious.
  12. You say:

    [background=rgb(247, 247, 247)]

    > You may think "Oh great, another random RPG with RMXP graphics." But I plan to happily disappoint. The bad aura surrounding the RMXP graphic set upsets me because of it's quality, I see so much potential with this game.

    [/background]

    And I scroll down, and it's clear that you do not understand the reason why RMXP has a bad "aura" [as you put it] around it. The main reason is down to the sheer poor mapping done with RPG Maker Tiles, and frankly, the screenshot you've displayed does not do it justice. It's not the worst I've seen, but it can be better. Less spacing, better use of transition tiles, more of a city/town [Or whatever it is] than some run-down port?

    You then say:

    [background=rgb(247, 247, 247)]

    > Ambervale's most potent feature is the living story line in the game, as updates are released to the story the cities and content in game will change according to it.

    [/background]

    And provide absolutely no initial story in your post. There's something slightly wrong there, if the main "feature" _isn't exactly prominent.

    Next, I come to your features. It's unfortunate, but all I see are features that I can spend about three minutes scouring the source tutorial board for, and another ten minutes implementing them.

    Now, don't let this get you down, this isn't by far the worse game I've seen here, but it can be better, and you should carry on developing points above on mapping and features in mind. Don't make the mistake that most of us here make, and actually fully plan your story, maps, and some initial content before stating that stories are your main feature._
  13. > Name changes, name changes confuse me. Those goddamn name changes. I said "Carim" is about the only one left, but as far as I know you gave up on vb6 so are you re-writing it?

    Oh, the VB6 development was dropped ages ago. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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