Topic:   iPhone Project: The In-Game Plan   (Read 88921 times)


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EqwanoX


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Re: iPhone Project: The In-Game Plan
« Reply #165 on: February 23, 2010, 12:46:37 PM »
can you use this?

« Last Edit: February 23, 2010, 12:47:28 PM by EqwanoX »

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #166 on: February 23, 2010, 12:57:35 PM »
I'll leave that question to Wh as I usually post up an old version.


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WarHampster


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Re: iPhone Project: The In-Game Plan
« Reply #167 on: February 23, 2010, 02:39:49 PM »
Thats a super old version of the tileset, so no :P

EqwanoX


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Re: iPhone Project: The In-Game Plan
« Reply #168 on: February 23, 2010, 06:12:37 PM »
can you post the new tile set, did you do bridges?

i found this on my photobucket acount,, use this guy for a boss or something


Gan


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Re: iPhone Project: The In-Game Plan
« Reply #169 on: February 23, 2010, 06:17:40 PM »
Ahahaha, the swords extend out of the frame. Just find that hilarious for some odd reason. :)


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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #170 on: April 21, 2010, 09:03:52 AM »
By looking at Yipe's sales, it had made the top 100 of RPG category in the first few weeks. Selling around 100 a week. Then it slowed considerably and got off the list. Selling anywhere from 20-80 a week...

I'm going to take a look around and see what the #1 RPG is...


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P.S. If the iPhone RPG sold 100 a week on 99c it'd be $4800 a year. Or $400 a month. If something crazy happened and we sold 1000 a week that'd be $48,000 a year or $4000 a month. Which of course meens that every month someone on the dev team could potentially buy a new Mac Book Pro.
P.S.S The top RPG is Chaos Rings whch sells for $12.99 and looks 3D. The second highest is Final Fantasy which sells for $6.99. After the fourth top a few sell for 99c.
P.S.S.S. Some of these RPGs appear pretty complex with lots of features. I'm thinking too complex on such a small device.
« Last Edit: April 21, 2010, 09:13:26 AM by Gandolf »

Gan


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Re: iPhone Project: The In-Game Plan
« Reply #171 on: April 25, 2010, 03:38:33 PM »
What should happen when the player's hp hits 0?
I'm thinking something original, fantastic, surprising, with pizzaz... Or pizza.


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Silverwind


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Re: iPhone Project: The In-Game Plan
« Reply #172 on: April 25, 2010, 03:54:30 PM »
Animation wise, or game over/respawning wise? I like the idea of respawning in town with no money or equipment.
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #173 on: April 25, 2010, 04:02:39 PM »
Ooh, I like that idea... What about an animation effect?


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Re: iPhone Project: The In-Game Plan
« Reply #174 on: May 03, 2010, 08:59:09 AM »
Here's something I came up with in my school's photoshop:

Death Screen PSD


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Mystor


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Re: iPhone Project: The In-Game Plan
« Reply #175 on: May 03, 2010, 09:05:17 AM »
Quote
Here's something I came up with in my school's photoshop:

Death Screen PSD


-Gan
You should also have side quests where you find OTHER adventurers that are unconscious, and you have to take them back to town :D
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #176 on: May 03, 2010, 09:12:00 AM »
Not a bad idea.
Get them back to town safetly and receiving a reward...


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Mystor


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Re: iPhone Project: The In-Game Plan
« Reply #177 on: May 03, 2010, 09:14:51 AM »
Help us help you help everyone.
"I'll lie to him."
"And if that doesn't work?"
"Then I'll tell the truth. We're allowed to do that, in emergencies. We can't plan for everything, you know."
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Gan


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Re: iPhone Project: The In-Game Plan
« Reply #178 on: May 07, 2010, 08:48:02 PM »
My sister brought up a unique idea for movement. I'll bring it up in the conference tomorrow.


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Connors


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Re: iPhone Project: The In-Game Plan
« Reply #179 on: May 13, 2010, 11:21:05 PM »
Quote
Here's something I came up with in my school's photoshop:

Death Screen PSD


-Gan
I was just thinking perhaps I could help with some graphics. Not necessarily sprites, but  backgrounds or borders and the like. And Titles.
PS - I'm glad that's an example and not the final "you died" screen because I have this thing against trying to improve things by using gradients. XD
Warning: The above post may have been modified multiple times.

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