Topic:   The iPhone Project   (Read 368466 times)


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WarHampster


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Re: The iPhone Project
« Reply #90 on: October 18, 2009, 11:05:03 AM »
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WarHampster, Zorphues is a demon. If you looked at my concepts for him on page five you'd probably know that. He has a beastly name.

Yeah, I know that he's some sort of red and purple thing that you made in AppleWorks. You need to describe him more than "he's a demon"...

EDIT, Also

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I'm thinking I should set down some storyline restrictions now:
- Storyline can't be huge. A proper size for it would be the size of Yipe I or II. (Look it up if you've never played it)
- Relevance, all characters/names have to be derived from the Gmg/Gm/Sc with their actual personality as part of the characters.
- Style... Let's follow a brighter, heroic, and adventurous style such as Silverwind's tiles were made for and what Gnome's interface portrays:

It'd probably be good if the conflict in the story was just a problem in a local town, or a few local towns. No huge, death, extinction, bodies on da flow, world wide crisis.

A game can have an epic storyline and still be "simple." I think (and probably other people agree) that a story about a problem in a town would probably be pretty boring.
« Last Edit: October 18, 2009, 11:15:41 AM by WarHampster »

GuthanSoftware


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Re: The iPhone Project
« Reply #91 on: October 18, 2009, 11:48:49 AM »
He is the god of all demons. He has been reborn from Tartarus which in Greek Mythology is "Hell."
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WarHampster


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Re: The iPhone Project
« Reply #92 on: October 18, 2009, 11:50:30 AM »
I thought the Greek underworld was Hades...

Gan


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Re: The iPhone Project
« Reply #93 on: October 18, 2009, 12:42:28 PM »
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A game can have an epic storyline and still be "simple." I think (and probably other people agree) that a story about a problem in a town would probably be pretty boring.
Never said the story couldn't be epic, just not over complicated. Such as a world wide problem would be way too much, unless that world was just around ten maps large.
Some great examples of town/local problem games are Yipe I/II/III, QOM, Moon Fable which are all completely enthralling.

By the way, those interfaces are looking better Guthan.


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Re: The iPhone Project
« Reply #94 on: October 18, 2009, 12:54:14 PM »
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Never said the story couldn't be epic, just not over complicated. Such as a world wide problem would be way too much, unless that world was just around ten maps large.
Some great examples of town/local problem games are Yipe I/II/III, QOM, Moon Fable which are all completely enthralling.

By the way, those interfaces are looking better Guthan.


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Or we could make is SO unepic that it becomes epic.
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Re: The iPhone Project
« Reply #95 on: October 18, 2009, 01:15:08 PM »
Alright guys... we're going to try something new.

From now on, no more storyline ideas shall be posted here. It's way too distracting and takes up way too much space. So instead, I'll make a new post. I'll explain there.


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Re: The iPhone Project
« Reply #96 on: October 18, 2009, 02:54:19 PM »
Hey Gandolf, are you gonna use one fof the new interfaces? Please I really work hard at trying to make something liked by you guys.
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WarHampster


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Re: The iPhone Project
« Reply #97 on: October 18, 2009, 03:54:35 PM »
Gandolf is too considerate to point this out, so I'll be the bad guy -

Your interfaces look like you made them in five minutes. All they are is the template Gandolf made with some backgrounds you stole off the internet. If you want to get your work in the game, then make something original and more professional looking.

GuthanSoftware


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Re: The iPhone Project
« Reply #98 on: October 18, 2009, 04:01:29 PM »
Yeah mine may have taken like 5 minutes but it's better then the 2 minute job for the original. The sky one I did works pretty nicely.
WarHampster: Gandolf's first green one is leeched! Green came off of paint! It only took 2 minutes!!!
I haven't done this for long so of course mine will take 5 minutes... But they're decent.
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WarHampster


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Re: The iPhone Project
« Reply #99 on: October 18, 2009, 04:09:41 PM »
Read that over and say that it makes sense.

GuthanSoftware


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Re: The iPhone Project
« Reply #100 on: October 18, 2009, 04:12:59 PM »
It makes some sense at least..
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Re: The iPhone Project
« Reply #101 on: October 18, 2009, 04:22:04 PM »
Hey, hey! Less bicker = progress quicker.

Guthan, I like the designs you've come up with and I can see the effort you put into them, but vibrant images and bright colors might prove distracting on the eye when players come to read text and whatnot. I think we should go with something a little more subtle. Dark greys and black are what I'm thinking, as that'll make the sprites stand out very well.
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WarHampster


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Re: The iPhone Project
« Reply #102 on: October 18, 2009, 04:23:07 PM »
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I haven't done this for long so of course mine will take 5 minutes... But they're decent.

If you haven't made a UI in a while (or ever, as I suspect), then you should take a lot more than five minutes... actually take some time and do your best work.

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Re: The iPhone Project
« Reply #103 on: October 18, 2009, 06:20:21 PM »
Kinda late but here it is with easier text to read, I actually had to move the text on top of the old text (because I saved as one layer) but the effect turned out nice.

« Last Edit: October 18, 2009, 06:21:12 PM by Gnome_Again »
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Re: The iPhone Project
« Reply #104 on: October 18, 2009, 06:26:42 PM »
Nice indeed. :)
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