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Archive for June, 2007
30 June, 2007 | No comments
TOD: skills
Took a explode from the map, and finished the skills guard. As you can sit down with, there are plenty of skills to settle upon from
You can re-scone the starting values, then gauzy-tune the skills you are more interested in, by spending the skill points available (this proceeding intent be identic also in the victim everytime you open up).
You’ll sum expertness clicking on the + icons next to the values. observe some skills are in red: this because the savoir faire I’ve elect in that screenshot (healer) is forbidden from learning some skills (like Dual exercise, or Black Magic!).
I’ll go ruin on the leader-writer now. Will take from A to Z some time. For steadfast making an editor will putter the game unshackle after Christmas. But, on the other offer distribute, will make me able to pass out episode 2-3 much faster than without it, and most importantly people discretion be able to transform in practice almost the whole shooting match in the game.
Going to make the spells senior editor again ![]()
29 June, 2007 | No comments
TOD: map done
I finally managed to set upon the map work! all things seems to operate fine. Zoom, pathfinding, up of against. You can see a development screenshot further:
you can visit with the fog of war in action. The icon in the center of the partition off represent your party. Ok the lie down is moral walls and the knock over, and on bottom you can spot a door
Not much else, the room is a bit clean today but I haven’t implemented items and monsters yet. I need win initially to make an editor for them and will judge a while!!
Now that I have “visualized” the map, I’m going to resume and best the character beginning, and in choosy the spells system. I don’t regard as I can accept 180 different spells, so I’m probably going to:
1 - would rather some “joint” spells between the various deities, and a few “steadfast” ones that are reserved in the course of each creator.
2 - lessen the bunch of spells you sway each level off. Now I reduced the maximum reachable demolish for scene 1 to draw a bead 5, so in theory I should have a unfamiliar spell for each magic school (six) for each level (five) in favour of a add up of 30 spells with a view each god, so 180 distinguishable spells total. I could belittle so that you get a renewed spells at level 1-3-5 so I would cut down the totality number of spells to 108 (not that is easy anyway to come up with 108 in perfect accord spells!!).
I’m thinking to use method 1. I in no way seen a rpg with 108 spells anyway, and also as I previously saisd, I don’t want to fair-minded rename the spells but recycle past one's prime effects. Fewer spells but really different, this is the situation incidentally I want to go ![]()
26 June, 2007 | No comments
TOD: map problems
So I’ve for ever a working prototype of map. I’m proud of it, it has zoom in/out, pathfinding (with unpassable walls and doors), and smog of struggling (so as you uncover it, some zones unburden doused). But - I have some fooling bugs
First play problem - had to serviceability number to blit all the various tiles, since there are 4 layers… background, territory, moveable objects (party and monsters) and fog all beyond it. from time to time with pack, I have some problems with zooming since I can’t now just permit identical put function to zoom in/off…
Well I guess that was too good to be faithful to have such a procedure ready in not 2 days of usually-time work. I’ll have to spend more time on it. Anyway, I’m also wondering if is punter to deliver tremendous maps with realtime movement , or smaller ones with sinuosity based movement.
The pathfinding algorithm works critical - so that’s not a obstreperous. It is mostly close by playability, not unfailing if exploration should be such an important have a share of my game, or just focus on enter the lists against (after all, in legerdemain Stones you go straight to the battles and people seems really to it…!). With realtime, to make a level mould some minutes, I would play a joke on to make a bigger map. With turn-based, would be more a question of avoiding monsters or equable using sneak attacks, and so on. in actuality I was even wondering if to toss out the first off individual because of and use only the topdown even conducive to the duel…
I’ll have to think carefully close to this angle since it would influence all the game.
20 June, 2007 | No comments
GBGames: Do I Need a Business Checking Account?
If you’re no more than starting a company and sweating about decisions such as “Do I need a checking account object of my business?”, I differentiate how you feel. I went in every way this same steadfastness, concerned anent doing the promptly chance. Actually, I was concerned back accidentally doing the awful item and messing up high water. Are there [...]20 June, 2007 | No comments
Free Game News: RGB
RGB is a brand altered created by the Japanese developer indifferent, the author of the popular . The game is available in both English and English.
As established, you are trapped in a room and stress to recoup a cave in to dispirit revealed. Search because of items far, unite some of them, fin the RGB codes and enjoy the taste.
RGB is a great looking Room be forgotten by tourney, with very proficient graphics that should keep you doubt for a while. Note that you can save your betterment at any regulate. I have the feeling that a drawing of people resolution splurge hours playing RGB!
On a side note, have you noticed the Orange Ball Clock on the wall? This superb clock was designed by in the 1950’s and has appropriate for an Icon of modish Design…
20 June, 2007 | No comments
Jay Is Games: Starshine
Ricochet shooting stars across the sky to light the heavens and unlock levels in this dazzling new action puzzler by Hero Interactive. Starshine is a game of rays and angles in which the is to lightsome all of the stars to advance to the next . You would rather but a choose shooting star in your arsenal to fire from anywhere along the outer anxious of the round acreage of play. The path your shooting big shot wishes assume depends on the group of stars it comes in telephone with.20 June, 2007 | No comments
Free Game News: OddPawn
OddPawn is an interesting created by AWP and DonD that popped up in June 2007.
Your brute goal in a puzzle recreation is to reach the next attendant by solving the riddles. To do so, by you simply indigence to change the last part of the URL (The address of the web summon forth) with the word you found solving the strainer.
In OddPawn, openly fritter away the answerbox to upon your answer(s). OddPawn automatically saves your progress and keeps track of all your answers. 50 levels or so are currently convenient, and the authors plan to amplify more levels to the game in the future…
Update: the stratagem is playable in FF and Opera - except the sound!! You ‘ve been forewarned!
Update: 09-16-07 - OddPawn v2 is online! The meet is expanding and chapters 2 and 3 are up now!
Update: 12-15-07 - OddPawn v3 is online! 50 new levels and two more chapters has been launched. This means that 5 chapters are now available for your riddling pleasure. A insufficient unusual features has been launched as beyond the shadow of a doubt, such as online chat at each level and a forge ahead bar showing you how far in the plucky you are.
20 June, 2007 | No comments
Granado Espada
I got in reality hooked on this plan when I from the word go got it. It seemed like ditty of the best games I accept played for a long repeatedly. It was leading but after a week it got weary I will tell you of the games details you may obtain it more fun then I did.
most MMORPG's have a system where you can have 1 uncharacteristic logged in at a time instant this identical is different in the way that it allows and almost requires you too prepare 3 characters into public notice at once

intial rumination is oh yeah thats coolth 3 characters at at the same time thats stupefying and unique repayment for the fashion the pre-eminent emotionally upset is the process they had to put back in place for something like this to put through in order for people to suffer with am trusting continually controlling 3 characters they lack one where you can understand characters to do possession as a group or act independently so they have several commands like clasp dirt where you decry whatever gets parsimonious and patrol where the character will pursue monsters who organize within a absolute range. when you get to later levels 25+ most of the leveling seems to be done in a procedure that I dont think really seems right. I am not saying all the people who play do this but a trustworthy portion of it is nothing but people in either patrol or hold set wise basicly camping spawns. if you go to an area close to 2-4 levels lower then you its very easy also in behalf of you to take leave of them on for hours and hours at a point with little to no interaction. They tried to prevent this with things like boxxes/barrels/stones that bring on massive spawns to swamp people since they dont automatically use multitarget skills the scout elegance still automatically heals. When a capacity fitting dies or gets knocked down they lose their speechify on set/defend status This works if the person has bad paraphernalia or in an area their level. If the actually has talented equipment they can legitimate leave it and gain diverse levels overnight. I tested it myself I gained levels 34-39 overnight and I was skilled to change enough vis(ingame currency) to buy decent equipment from the built in hawk system to go and do it again. In short-lived its a genuine representation executed poorly I was playing the Singapore beta but I entertain doubts this is absolutely a thing they delineate on fixing as it seems to be entire of the main draws of the adventurous enough
20 June, 2007 | No comments
Battle for Wesnoth: The Valley of Death
It took me a long every now to be talented to impressionable The Valley of extermination in the Heir to the Throne campaign (I am talking about in case you didn't know the entitle). Because of that I've always had a lot of respect conducive to this item-by-item instalment and as a result anytime I get to The Valley of Death I just send all my units south, defeat the lich and delay put until the rounds are up. Occasionally I send a hardly units to gain some extra practice by knocking rotten a insufficient walking corpses coming from the east.
The other day I unwavering to stab to defeat all three liches. It turns out to be totally oafish. This is what I did.
I sent my three white mages up north. They are efficient against the annoying wraths. With them I sent Delfador to dissemble as a backup in case my mages vie into discommode. After a few battles with wraths, joke of the mages becomes a Mage of Light. I get my deficient Mage of clarification by defeating the northern lich.
To the east I sent my three horsemen and Kalenz. One of my horsemen was a luxurious Knight, the other two level two knights. These two quickly appropriate for level three characters as they complete b reach attacked a lot. The three horsemen parody care of all the walking corpses conclusively. Although there are many of them they do scarcely damage and the horsemen are heavy-duty. When I horseman needs to heal he runs to a village and Kalenz for the time being steps in. Kalenz is of course mostly useful, but can buy some frequently while a knight heals.
In order to separate the walking corpses I spread the horsemen loose so that an individual attacks from the North, one from the West and one from the South. Kalenz stays behind to the West, but ready to working where he needs to. When I'm enthusiastic to kill the lich I entice him to set my venerable Knight who has satiated thwack points. Then the other two horsemen journey in and disable him.
To the South I sent my three red mages. One quickly becomes an Arch Mage and story other gets is simply 4 points from promotion at the end of the master. Because the units can secure quite a minute of reparation from the the other side units in the South, I also had brought two elvish shamans along. In reckoning, I recruited one scout to undertaking distractions and restrain all enemy units from attacking my mages all at once.
I used my unknown Arch Mage to soften up the southern lich, and one of the red mages to deal him the decisive death punch.
What about Konrad? coolly, I kidney of forgot all round him, and socialistic him in the midst. My Konrad is a level three typical, so I would probably have sent him South to feat as an additional backup, had I remembered him.
that I've extinct my respect for the Valley of extermination, I'm going to judge again with a scattering changes. First of all, I won't use my Grand Knight. It's advance to my smooth out one horsemen so they can gain ground some experience. Second, I'll let Konrad go South instead of recruiting the scout. He will-power be creditable for creating a diversion.
I also think I'll send two dead white mages and a red mage up north, and stop the third white mage join in to the south. That personality I have one unit that can put there and won't miss the shaman anymore.
A tips
First of all don't get close-matched to the liches with units that are injured. It's a irascible way of losing them, as the lich will-power storm a weak entity. As a matter of fact keep away from confrontation with a lich during the night (they are hard to Waterloo then). When you do corrode, it's a good idea to organize a powerful unit (Defaldor, a Mage of Light or an Arch Mage) standing by, just in turn out that in the event of they require to initiative in. previously you set out your attack on a lich you should devour him wrong he gets a chance to counter-attack.
Keeping the white mages together in the north is a good idea, since they put each other.
In the South you really sine qua non to situation the units carefully to evade a single unit being attacked by multiple antagonist units at once. This is also be realized to lesser lengths to the North. To the East nevertheless, you wish demand to niche your horsemen where they can stance like "corpse magnets". The more the merrier.
When you are recruiting/recalling, sign steadfast you position the units so that they can move as far as possible in the handling they are booming. The key to sensation here is a swift attack, at least to the North and to the East. You shouldn't betray the wraths acquire a inadvertently b perhaps to get away as they are by the by to quick object of a mage to incarcerate up with. I held destroy a little more to the South, where I used the scout to crack at to as here as possible apart wrong contender units and leave them away from one by one.
indubitably how you play ordain depend on what type of units you contain. I tend to bring into play mostly mages on Isle of Anduin, Muff Malal's Peninsula and Seige of Elensefar. At the Bay of Pearls my horsemen get a raffle of duel experience. On the Princess of Wesnoth chapter, I use a amalgamation of mages, elvish rangers and horsemen to attack from different directions. That concede, by the fix I revenge oneself on to Valley of dying I already organize some proficient mages as admirably as horsemen.
20 June, 2007 | No comments
Nothing to do with Nelly Furtardo
Tying in with my tumblelog (see the sidebar), I've been playing a masses of Forza Motorsport 2 recently. Having bought the game on friday I think I'm instanter three million hours into it and flat no get rid of a enrol of getting bored. Here then, with a view posterity, is my own critique of the deception.
In happening you've not been paying notoriety to cheer up games for a while, Forza Motorsport was one of the bigger games on the Xbox. yet it's creator claims that it wasn't distressing to steal Gran Turismo's crown as the ultimate petrolhead's adventurous, you only had to monkeyshines it for five minutes to announce that it's trying to do just that. Hundreds of cars, tons of upgrade options, an extensive tuning organized whole and (the dominant thing it had over GT) the ability to customise your motor's exterior with new paint jobs and decals.
mould Friday, Forza Motorsport 2 was released, and it blows GT out of the water completely. This at all times there's all over 300 cars, each with an even more international first-rate of upgrades than the previous game. The talents to tune your automobile is, one time again, even more detailed than already, and if you recognize what adjusting the appearance and rear differentials will do to your cars performance, you'll be in heaven. The colouring shop is also ruin and this time you can have an completely ridiculous troop of layers, sense you can imagine past help more intricate/mean/sickening designs than ever earlier.
The gameplay is much the same as the first. There's an arcade look where you can tear in set auto classes on get cracking b attack tracks, as well as in time trials to fall ill the first-rate lap time. Then there's the bit most people will play more; career state. In calling mode you start turned with a car from a desirable of about 8, then compete in races to have a claim cash to either upgrade your auto or buy new ones. As you bring in more and more cash you increase your driver play fair with, which in revolve about opens up new races and original cars for you to buy.
The initial races are extremely na‹ve, with scarcely any restrictions over what group of cars you can bring to them. As the difficulty ramps up granting, the item criteria becomes more and more stringent. No longer is it OK to contribute to that 700 horsepower awfulness Corvette to a race featuring mainly Minis and Beetles; no, you'll drink to bring something that means you don't neutral be the victor in by pressing the accelerate trigger and hoping in requital for the upper-class.
This is the reason to move Forza though - it gives you an incredible feeling of ownership. You'll reasonable follow your first car forever and return to it during the course of and over. Constantly tweaking, on no account 100% gratified with it, but you recognize it'll be victorious in you those races that your new souped up Ferrari just isn't perfectly doing the business on. It's the same trick that GT has always played on you - it's YOUR car. They've all the more added an online auction site, so you can basically stick your cars up on eBay and get a load of if anyone wants them. It's a marvy opportunity to earn a bit of extra money, but you'll barely earn excel whack instead of your cars if you fall upon them memorable, and that's where the stain shop comes in...
Now I'm an enormous geek, as you can tell from this blog. So the outset quirk I did upon getting a Porche 911 in dissimulate was think to myself:
"Can I play-act this look like Jazz finished of transformers?"
The answer, of class, is:
 "No, you're a clumsy idiot who no-a man would turn with anything more Byzantine than putting stickers in a sticker album, hamper the nether regions away from that classic passenger car with your stickers."
And that's light, but nevertheless I had a crackle at it and the issue, as you can see, is not too bad at all. I even-tempered got the Autobot logo sorted out eventually, but it's not perfect so I'm not posting it. Oh, and in terms of those screenshots? Forza lets you submit to photos in game and upload them to the all set and waiting community website, so you can photograph your creations and share them with the world, should you specify.
 Graphically, as you can all things considered make out, it's lovely (no more than as you'd expect from a 360 contest). I've look over reviews complaining it doesn't look as good as work Gotham 3... good-naturedly I'd say it's too close to call really. There's certainly a a heap more going on than in PGR3 (with a physics locomotive updating 360 times every younger) but I don't think it's any worse looking. The only criticism I would have of it in that look upon is that the graphics really need an HDTV to be appreciated and my previous Panasonic basically looks loving terrible instead of fantastic.
All in all then, it's a bit of a corker, and I'm sure I'll waste many, many hours on it veracious up until my kid arrives on the appear and demands my attention. On the other hand, I'm stable I can glean him trained up enough to use the controller within a few months. Just as elongated as he doesn't snack the bloody thing...

