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#11 | ||
![]() ![]() ![]() ![]() Join Date: Jan 2005
Location: Wilmington, United States
Posts: 2,660
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![]() I developed the game Sexprazdnik using the Torque engine, it was a follow up to my previous prototype Realnisex and quite a few people enjoyed it.
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Youtube Channel - http://youtube.com/user/BloodPigggy My Site - http://sites.google.com/site/eyenixon |
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#12 | ||
Join Date: May 2008
Location: Swan River, Canada
Posts: 842
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![]() Well i've had this idea for a game for a while, but i dont think i'd ever be able to bake it.
It would be a Real time strategy inspired by Sudden strike, in wich it'll be realistic, and have really simple 3D graphics so everyone can play it. I mean realistic as in, maybe your troop will get hit in the arm, depending on where exaclty he was hit, hit arm may become unusable, get blown off, or he may be fine. Fe may step on an IED, and lose his leg. There would also be Line of Site and crap, no Fog of war. I was thinking of having a similar idea to that of Operation Flashpoint, like American or NATO troops on a ficticious island are thrown into action when some nation or the other invades. Yea, that'd be neat But i dont know what kind of engine i would need to use
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Kugarfang: o hai guiz im trying to find this techno song from the radio and it goes like this: DUN duuuunnnn dudududududun SPLOOSH duuunnnnn We ate the horse. |
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#13 | ||
![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: Praha, Czech Republic
Posts: 3,273
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![]() I've mucked around with AGS, but never got very far - my plans for the stories always get elaborate and well planned, but then my lack of technical skill and patience always foil me. I did mumble about an AB themed text adventure once, but it was a bit too esoteric I think.
You know, it would be awesome if any interested members got together and started making something...
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I have vestigial adventure elements |
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#14 | ||
Join Date: Jan 2007
Location: Maryland, United States
Posts: 357
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yes |
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#15 | ||
Join Date: Mar 2005
Location: Roeselare, Belgium
Posts: 1,442
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#16 | ||
![]() ![]() ![]() Join Date: Jan 2008
Location: Christchurch, New Zealand
Posts: 1,044
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![]() Lol, I've made about two unreleased Wolfenstein mods, mostly because my modifications to the engine caused the 16-bit DOS compiler to commit illegal exceptions left, right and centre. I have since shifted to Wolf4SDL, and I'm actually in the process of coding a comparatively advanced engine based on it (with 'real' lighting
Anyway, I have made some maps for the DieHard Wolfers Map of the Month competition (this one lasted for three months and we haven't had any since |
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#17 | ||
Join Date: Mar 2005
Location: Roeselare, Belgium
Posts: 1,442
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![]() I've made plenty of mods for games
I just bought Game Maker - $20 for the Pro version is nothing considering the amount of time I can sink into such a program :amused:. |
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#18 | ||
Join Date: Jul 2006
Location: Kelso, Scotland
Posts: 181
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![]() Well, some people probably know I've been making my Wolfenstein RPG for the last four billion years. Maybe I'll finally finish it someday.
My previous games were a Doom fan game, which got stupidly good scores from the forum I posted it on. And an FPS based on WW2. And then there was the Space Danger series . . . I did not make those games, honest . . . I used to use The Games Factory a lot. I knew pretty much every bug and a way of getting around them. I now have Multimedia Fusion 2, Game Maker, AGS, Silent Walk FPS Creator 2, and I'm probably missing a couple of things there . . . |
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#19 | ||
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#20 | ||
Join Date: Mar 2005
Location: Roeselare, Belgium
Posts: 1,442
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![]() Yep. The main problem with Games Factory and its brothers (MM Fusion 1&2) is that the kind of games you can make is limited. From what I've seen, Game Maker is a lot more complex yet it costs a lot less. Win win
I'm anxious to start making some simple games. |
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