February 22, 2018, 05:10:58 AM
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1  Aquaria / Gameplay / Re: 100% Savegame on: January 17, 2018, 12:15:06 AM
(Sorry it took so long! kinda forgot D:)

Save: http://fg.wzff.de/pub/aquaria/saves/fg_save1.zip

My first playthrough save from 2011, not 100%'d but almost 24h in (really took my time enjoying this the first time. Someone please teleport me back!)
2  Aquaria / Modding / Re: Inn of the Dancing Sea Dragon on: January 11, 2018, 11:01:54 AM
fixed the link, thanks for telling. note that the in-game mod downloader was always working, just the zip link had disappeared...weird. (if you haven't upgraded, use the open source version; see my sig)
3  Aquaria / Gameplay / Re: 100% Savegame on: January 11, 2018, 10:59:03 AM
I might not have a 100% save but i'll see what i have after i return from work...
4  Aquaria / Modding / Re: Something like a sequel mod on: December 10, 2017, 03:44:24 AM
We already have an IRC channel (see my sig) that's in active use. I do have a discord account and may pop in from time to time now that you've created this thing, but i really dislike discord (their web client is a bloated, sluggish mess that eats RAM for breakfast so that i have problems coding and discording at the same time; and the desktop client doesn't even run on winXP anymore and isn't any better)

Trevenant: \o/

(One week to go, then i'll have a 3-week winter holiday at my parents' place. Means no duties and i can focus on relaxing and getting modstuff done, finally)
5  Aquaria / Modding / Re: Something like a sequel mod on: November 02, 2017, 11:29:19 AM
\o/
<3! Where have you been! D:

(Currently in the middle of implementing some new abilities, but no pix yet, sorry!)

ps: fml, can't wait for the xmas break to go crazy on things x_X

Oh and if you want to try a great and super well made 2d side-scrolling metroidvania game, try Ori and the blind forest. Totally had Aquaria vibes, and was super inspiring. Learned a thing or two about game design from it, too.
6  Aquaria / Modding / Re: Deutsche Untertitel für Aquaria - German Subs for Aquaria on: August 31, 2017, 04:22:08 PM
Deutsch gibts auf diesem forum eigtl. gar nicht, aber ja, gibt noch welche Smiley
Wobei hier fast nix mehr los ist. Seltenst.

In-game gehen ä/ö/ü/ß nicht weil die bitmap-fonts keine glyphen dafür haben, aber TTF-Fonts sollten gehen... sofern das encoding richtig ist.
Aquaria kann leider kein utf-8. Ist ehrlich gesagt auch keine priorität das in den code einzubauen, weil englisch kann eh jeder, und wenn nicht, pech gehabt Grin
7  Aquaria / Modding / Re: Something like a sequel mod on: August 09, 2017, 09:51:21 PM
If naija is ever going to interact with li in this game, which, of course i don't know yet. I always thought it would be funny in the original game if putting on the.. *cough* Boulder carrier aka bikini Would boost Li's fire rate, and his damage per shot. It just felt like they left out an opportunity there  Tongue

Ahaha that would be hilarious, but won't happen. They won't meet (at least not in person).
But it would be very well possible with Lucien and his gf. Hiiiighly unlikely to happen tho but i have some other ideas in that direction.

Btw, your suggestion reminded me of a coding blooper i made at some point. Transplanted seahorse code into character code and a thing happened:


but then accidentally

o_o'
8  Aquaria / Modding / Re: Something like a sequel mod on: August 07, 2017, 10:23:40 AM
I feel like if you gave the pets a buff, new abilites, and ways for them to be useful for more things such as, locating verse eggs and other collectibles.
Right, this is a thing i had considered earlier but not implemented so far. Would make sense that there is one pet that notifies you of secrets. What i had in mind was that other party members could point out obvious things or collect them on their own, but for better hidden things such a pet would be great. E.g. hidden tunnels and such, whatever is hidden from plain sight.

Something else might be being able to tame other certain sea creatures, such as the creature located outside the entrance to mithalas, to be used as a gameplay version of fast transportation

Ekkrit <3
This is a great idea. I'll work on this.
9  Aquaria / Modding / Re: Something like a sequel mod on: July 24, 2017, 02:07:24 AM
Pets. Hm.

Actually, i considered removing pets entirely. At least it's not very high on the list of must-have things. Sure, implementing extra pets is no problem but here's why:

I never really liked the vanilla ones aside from having that extra bit of firepower they provide (The same goes for Li, plus he also tends to hug at inconvenient times). That was about all, right?
So either pets need a complete overhaul, or they can go, imo. The extra chars and other people in your party should more than make up for it.
So if you have a suggestion how to make pets cooler, fire away.
(Steal eggs? Grow them? Feed them? Balance vs complexity? Too much effort? etc.)

Related: At some point i found this: http://www.nexusmods.com/skyrim/mods/50698/? -- Doesn't have anything to do with Aquaria but i'll just leave this here, as an inspiration, maybe.

Re: Crab pet. Throwing rocks is easy. Aiming properly at moving enemies is easy too. But it's *really* hard to make things move along walls in a *controlled* way, so that one would have big trouble following. Unless it's able to swim?
Not sure about this one. But go convince me Grin

And your other suggestions?

Re: Arnassi: Definitely not before chapter 2 or 3. And the map is kinda a patchwork, some largely finished chunks, some completely empty parts, some half-finished, etc.
10  Aquaria / Modding / Re: Something like a sequel mod on: July 12, 2017, 10:52:29 PM
Didn't want to reply without screenshot, but oh well. Soon (tm), hopefully.

Sorry Cascade but somehow i completely forgot to anwer to your first post.
Late, but here goes.

A single question that's burning me however, is if the Arnassi are going to make a comeback, and not be as useless as they were in Aquaria?
I'd love to see them get proper characters and a story of their own, however if you choose to leave them out, that's entirely up to you, People are still watching, cheering you on!     Cheesy

AFAIR we didn't yet have any specific plans for them, but good that you brought this up. I think one of the main problems is that the maps they were most present on do not exist in our version, and therefore right now there is no place to put them. Might post an overall map layout overview at some point, maybe you have an idea. As always, suggestions are welcome.

I played through the first chapter at least five times, and it never ceases to impress me what you did with your tools!

Anything you'd like to point out that could be improved? Or something to learn from how to do things better?

One thing i know for sure is this:
Quote from: Arthas
-Last but not least, the ending for this first chapter was a bit of a letdown. [...] was one of the most anti-climatic things in that moment, and while it was not really disappointing, it bothered me, because I saw this nonexistent transition out of there to the ending sequence - which in itself was fair enough - as a big amount of wasted potential.
Didn't yet get around to improve this, but it's definitely on the list for the final.
11  Aquaria / Modding / Re: Something like a sequel mod on: June 24, 2017, 09:44:51 PM
Can also comment myself if you want Smiley
No, it's not dead. To be perfectly honest I took a break because of general inactivity (*) and therefore things haven't been progressing since march or so.
But your timing is good, because just 2 days ago we (Fawpaw, Bhoren, and I) had a nice chat and decided to get off our asses and get the thing rolling again. I really hope to show some updates again soon.

(*) For quite some time i was the only one doing anything (**), which gets dull and isn't exactly motivating. And life/work/PhD/stress/broken arm/lack of creativity/etc added to it, so it was probably better to take a break and not force it, and do something else for a bit.

(**) Because the others also had life/stress/university/whatever, the usual thing...

But thanks for asking (and sticking around!)
12  Aquaria / Modding / Re: Something like a sequel mod on: February 21, 2017, 10:51:48 PM
Yay!
Unfortunately, due to a server move, the git progress pic in my sig doesn't update properly. Hoping to get it fixed soon.
Aside from that, everything is good. Not much time these days but spent what was possible on code improvements and optimization. Hoping to make another little dev stream thingy on twitch soon, but somehow every weekend something came in between. And just doing random coding isn't interesting, so i'd save this for maps, animations and other such visual things.
13  Aquaria / Aquaria for iPad / Re: steam and currents on: February 18, 2017, 04:55:35 PM
yes. 3 of them to progress into the final chamber. it's pretty simple, just target the eyes one by one, make them all shoot lasers, follow along the rotation, and when it sticks out a tongue hammer away at it. Might want to kill off the pests it spawns, too.
14  Aquaria / Aquaria for iPad / Re: steam and currents on: February 18, 2017, 03:03:22 PM
steam: spirit form (optional, not required to finish the game. secret chamber in mithalas cathedral, entered from top part of mithalas city, but needs beast + nature form to enter, iirc)
currents: beast form (get it in mithalas cathedral)

ALSO PLEASE USE LESS ALL CAPS BECAUSE THERE'S NO REASON TO SCREAM ON THE INTERNET, EXCEPT FOR FORUM MODERATORS TO EDUCATE DISOBEDIENT USERS.

 Tongue
15  Aquaria / Modding / Re: Something like a sequel mod on: December 15, 2016, 12:08:33 AM
By updatepack, what do you mean? A beta of future content, or some fixes to the current build?

You already have the newest one: http://www.bit-blot.com/forum/index.php?topic=4313.0

But yeah, i used to do these regularly but since the biggest issues have been fixed 2013-ish, it's mainly just improvements here and there. e.g. Better win10 compat, window/fullscreen handling, and improved controller support are the top things on the list this time but they are not quite done yet. And the usual slew of added API functions i need for the mod. Just taking my time since there are no immediate problems to fix.
(And i also started to implement theoretical local multiplayer support but hit a wall. Would be nice to get this in too, in a state that doesn't cause problems elsewhere.)
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