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Messages - Mischief Maker
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Pages: [1] 2
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Our Games / Immortal Defense / Re: Game runs slowly...
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on: April 20, 2008, 08:29:15 AM
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You might actually try downgrading your drivers.
I had a similar problem with ALL gamemaker games using the latest version of the nvidia drivers. I switched to the next oldest and the problem went away. Truth be told I didn't see any appreciable improvement in performance with ANY of my games using the latest drivers, the opposite, actually. Maybe it's because I'm running XP and the new drivers were made with Vista in mind.
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Our Games / Immortal Defense / Re: Is 1.1 ever coming around?
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on: November 06, 2007, 02:57:30 PM
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Ooooh! I'd been assuming that the game treated the enemies as points and only hurt them when the circuit point intersected with the line. I've been playing all wrong!
Looking forward to the 1.07 release!
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Our Games / Immortal Defense / Re: Is 1.1 ever coming around?
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on: November 03, 2007, 06:31:02 AM
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Excellent!
And one minor suggestiong for the next release: It would be really nice to know the width of the attack area around Circuit and Ortho points in addition to the length when placing them. Some sort of wireframe would be wonderful.
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Our Games / Immortal Defense / Re: Strategy, Tips, and Tricks
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on: July 21, 2007, 08:13:31 AM
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Put strategist points next to cut points. They will direct the mines toward whatever you're hitting with the cursor and minimize waste of mines.
Question: do love points boost each other's bonus when connected?
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Our Games / Immortal Defense / Re: Campaign VII *SPOILERS*
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on: June 27, 2007, 08:05:15 PM
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I think in the sequel you're still playing subject K, but you've been protecting Dukakis for so long that sentient life manages to evolve anew thanks to K preventing other species from interfering.
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Our Games / Immortal Defense / Re: Wishlist and Suggestions
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on: June 22, 2007, 04:54:37 AM
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1- Make all Points introduce themselves to you instead of being given by someone else (Cut, Danmaku) or just 'showing up' from one path to the other (Strategist). The personalities of each point are a big thing of what makes the game unique. When those points didn't tell me anything about themselves (ESPECIALLY the Danmaku. Honestly, that was a real bummer) it made me feel distanced from them, when the other Points were like characters that you could get to know more of. Seconded!
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Our Games / Immortal Defense / Re: Campaign VII
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on: June 20, 2007, 06:46:51 PM
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Some of the responses are funny, but to be fair you shouldn't expect someone with no background in buddhism to read a koan and understand it. The point of a koan is to pose a seemingly ridiculous story or riddle that in fact makes perfect sense in reference to buddhism and in the process of figuring it out, the student begins to grasp the truth of the matter at a deeper than intellectual level.
Here's one you may be familiar with:
A zen master and his student were meditating in the woods. Suddenly a tree came crashing down inches from where they were seated. The student remarked on how ironic it would have been if the tree landed on them. "It would have been fortunate." responded the master. Why? "When a tree falls in a forest and no one is around to hear it, does it make a sound?"
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Our Games / Immortal Defense / Re: Story * SPOILERS*
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on: June 09, 2007, 06:39:17 PM
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That wasn't intentional? I thought that was the whole point of Gutei's finger. The victory is in not building towers because you're now enlighterned. You're finally free from the last thing that bound you: your compulsion to defend.
So the way to win the final level is not by pressing Ctrl-0? Ctrl-0 is not in fact a reference both to zero, representing the void, and the circle that's the symbol of Zen?
Should I be worried I'm reading deep spiritual messages in my video games? Especially messages that the authors never intended?
How Do you beat the final level, btw? Just keep peppering the finger and building love towers?
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Our Games / Immortal Defense / Re: Questions
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on: June 09, 2007, 08:57:22 AM
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Another Question:
What determines when the attacks from your cursor deal more damage? Time? Total Kills? Number of non-charged shots?
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Our Games / Immortal Defense / Re: Wishlist and Suggestions
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on: June 09, 2007, 05:59:49 AM
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Perhaps difficult but shouldn't be impossible suggestion:
Random path generator! Enter random numbers into some calculation to produce twisty curvy lines.
*SPOILER* Have it unlockable after finishing the final campaign (with or without 100%) and it would even fit in with the story *END SPOILER*
The player adjusts buttons to choose whether to add colored paths or perma-hates, or other obstacles from the campaign proper, whether Aa is present to compete, What campaign's worth of enemies attack, and whether it has a time limit or is a survival game.
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