December 11, 2017, 10:59:14 PM
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1  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)
2  Aquaria / Modding / Re: Something like a sequel mod on: November 02, 2017, 11:29:19 AM
<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.
3  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
4  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

5  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.
6  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: -- 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.
7  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.
8  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!)
9  Aquaria / Modding / Re: Something like a sequel mod on: February 21, 2017, 10:51:48 PM
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.
10  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.
11  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)


12  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:

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.)
13  Aquaria / Modding / Re: Something like a sequel mod on: December 14, 2016, 01:55:01 AM
I'll also leave my youtube comment here, to be sure...
Thanks for making this. It's an honor to be reviewed with this much attention to detail. Your interpretation is spot-on, there's not much you have missed, and i can't recall anything you grossly misunderstood. Good job Wink
Putting in little things is fun, and it's even better if they are noticed and appreciated like this.

2:15 No auto-save was a major gripe many people had with vanilla, and while no such thing exists in the PC version, i figured it's at least convenient to keep the last good state in memory and revert back to it on death. (The iPad version does have autosave, but even if the system used there was backported to the PC, autosaving is technically almost impossible to implement for this mod. Oh well.)

4:03 Yes, the goal was to make you forget the original game ended, and make it feel like you were still playing, as you said. We will probably make some more changes to the original maps in the future, but only so much that the illusion isn't lost.

4:27 One thing you didn't mention are the technical improvements, but I wouldn't expect anyone not familiar with the game engine to notice those. Originally the game didn't have any sort of post-processing (that is ubiquitous or even overused in most of today's games). That was added later in the open source version, and is one of the least influential reasons why it's damn impossible to make this mod work with any older version.
Another example is the hardcoded pause menu (in C++, not configurable in any way). Think about what it means to implement your own menu system with cooking, backjack and h**kers and somehow force the game to forget about it's own menu. Fun times Tongue

4:42 Weight is optional and disabled on the easier difficulties. There was a lot of debate about this, and the consent was to each their own.

5:15 Yes, you'll get back to those areas.

5:48 There are admittedly fewer new maps in chapter 1 than we had hoped to put in, but there is only so much you can stuff in an introductory chapter.
Currently there are about 120 maps in the mod, and 25 of these are vanilla maps (or heavily derived from them).

6:23 +1. Good eye you have there. Confused yet?
6:37 No Smiley
7:25 Yep, you will see more of the two.

7:30 So you say the shots should be made homing? Might consider this for easier difficulties, but making Li feel rather powerless was intentional (which is further enhanced when his blaster gets stolen). So the best (and intended) way is to mostly dodge and be on the run, and use the blaster only when it's actually beneficial.
You can aim the blaster with the 2nd analog stick on your controller though, and it even shows a little aiming "laser dot" if you do.
If the 2nd controller is centered, the first one is used instead. If that is centered too, the shot goes in facing direction. This is pretty much vanilla behavior. Same for throwing.

10:14 Any idea how the suit ended up in the fish? (Hint: It's not the obvious thing).

10:26 You didn't attack the children? Really? I assumed some people would, and the cutscene that follows if you chase them is supposed to... correct that attitude a bit.

10:53 ... And if you manage to smuggle the blaster into the temple, you can cause mayhem there. Not for long tho. (Hint: Try to attack the king in the throne room. That's some sneak peek for future energy form upgrades. I wish I could have shown off my new humanoid AI more in the first chapter, but that's the only part where it can really shine as intended.)

13:43 No, it's a different city. The one that got hit by the meteors is the *sunken city* and gone for good. But it's a hint at things to come, of course.

15:03 I haaaaaaate writing cutscenes. They are the absolute worst D:

Does any of this raise new questions? Making this is fun, and there's a good chance for suggestions to get heard, so shoot Smiley

Some further things i wanted to mention that don't really belong on youtube:

Regarding your technical issues, you can press Ctrl+G to grab and ungrab the cursor in windowed mode. Not sure if it helps but for mod development it takes a major annoyance away. The game will still pause when not in focus, though.
There's one (hacky) way to fix this: There's a setting that was specifically added for the jukebox mod that came with the updated version 1.1.1 of the game. See _mods/jukebox.xml. If you insert the runBG="1" attribute into the same spot in aq2_ch1.xml it won't pause when in background. I know it doesn't help anymore, but i wanted to mention it. Smiley
EDIT: Whoops, forgot the mod is normally packed as a .aqmod file. It's just a zip archive you can unpack, do your edit, and re-pack (or just leave the files there and delete the aqmod file).

I've noticed massive screen tearing when you run this in windowed mode. I did some updates to how the graphics are set up, I hope the next updatepack will fix the screen tearing and some other issues. Can I PM you a beta version when the next updatepack is almost ready? I'd like to fix those problems with your recording setup for good Tongue

I'd also like to see that "screen flickering" you have when entering new areas. This has never happened to me and i'm quite confused about what this could be.
The only wild guess i have about this is that windows might think that the game froze and fades the background to white. Happens for me for some games that actually freeze sometimes. It's possible since loading resources takes longer than vanilla, and it doesn't report back to windows while it's still loading those.

14  Aquaria / Modding / Re: Something like a sequel mod on: December 03, 2016, 08:18:21 PM
Ohh nice, link plz?

Just do the videos in any way you like. I don't know if we'll release chapter after chapter or all at once.
But i suppose it would make sense, considering how slow everything is... Embarrassed
15  Aquaria / Modding / Re: Something like a sequel mod on: August 14, 2016, 04:34:56 PM
I'll try to do dev streams in irregular  intervals. Just see the banner in my sig Wink
(Like it's up right now)
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