Frogatto
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Re: Frogatto
If I remember correctly, when I teleported back he said he already ate and leftovers are in the fridge.Frogger5 wrote:And the fact that didn't help was that after you finnish the game the potato dude at the start hasn't finished cooking lunch.
(I tried pushing up in front of the fridge and nothing happened. Maybe give Frogatto 1/4 of an extra life there?)
Re: Frogatto
Didn't say that for me... Bug?
My spritework can be seen here.
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Re: Frogatto
Very recent addition. That business of pato never finishing lunch needed to get fixed.Frogger5 wrote: Didn't say that for me... Bug?
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Re: Frogatto
WE HAZ FORUM: http://www.frogatto.com/forum/
We're strongly thinking of adding new content in the future, and our chief concern is replayability. The worry you state is something I share. When we add new content, it's not going to be a one-shot campaign like we have - personally, I'm strongly interested in making a Super-Smash-Bros multiplayer throwdown. I think that would have a *lot* of replay value, and would also be tons of fun.
The other idea is a speedrun arcade mode. I think this would work even better if it had randomly-generated maps, but I'm unsure how easy that is to do. Perhaps just randomly-chained.
With the checkpoints as forgiving as they are, less than a day. If we saved like zelda, though, much, much longer. I'd say the game is roughly as long as Kirby's Adventure for the NES. The checkpoint business is an experiment, which we might change in the future. We just needed to release the damn game, and get some feedback.Tonepoet wrote:Whilst pick up and go value might decrease the need for content divergence, if you expect the free version to sell commercial copies, it needs replay value. Short games don't often have much replay value because they don't offer variety, depth or both. Just how long is this?
We're strongly thinking of adding new content in the future, and our chief concern is replayability. The worry you state is something I share. When we add new content, it's not going to be a one-shot campaign like we have - personally, I'm strongly interested in making a Super-Smash-Bros multiplayer throwdown. I think that would have a *lot* of replay value, and would also be tons of fun.
The other idea is a speedrun arcade mode. I think this would work even better if it had randomly-generated maps, but I'm unsure how easy that is to do. Perhaps just randomly-chained.
Play Frogatto & Friends - a finished, open-source adventure game!
- JackBarber
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Re: Frogatto
Couldn't you add other campaigns such as
"Years later -Thing- happened" and you set out an another adventure with different maps and maybe enemies?
(Instead of making the current one longer)
"Years later -Thing- happened" and you set out an another adventure with different maps and maybe enemies?
(Instead of making the current one longer)
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- artisticdude
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Re: Frogatto
BTW, are there any plans to 'liven up' the menu screen? The black background, two doors and some text hardly does justice to the game. I don't know what (if any) reason(s) there are behind that, but the game might give a better first impression if the menu screen had a better background than just blackness. It makes it seem... incomplete.
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Re: Frogatto
Dressing it up like an indoor level would be cool.
Re: Frogatto
hey guys, just dropped by to say well done. The game looks awesome.
working on the greek translation
Re: Frogatto
The indoor tileset is a mess, or I'm missing something huge.Gambit wrote:Dressing it up like an indoor level would be cool.
- mnewton1
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Re: Frogatto
What do you mean?Gambit wrote:The indoor tileset is a mess, or I'm missing something huge.Gambit wrote:Dressing it up like an indoor level would be cool.
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Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Re: Frogatto
Level editor, probably. Type Ctrl-E.
EDIT: BTW, that could be made more obvious, either someone in game tells you at some point, as a would-be secret, either show it on the start-up screen or something...
EDIT: BTW, that could be made more obvious, either someone in game tells you at some point, as a would-be secret, either show it on the start-up screen or something...
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Current projects: Internet meme Era, The Settlers of Wesnoth
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- mnewton1
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Re: Frogatto
I know how to use the editor. I wanted to know why he thought it was a mess.
Creator of Ageless Era
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Check out Frogatto & Friends, it's made by the same people who created The Battle for Wesnoth!
Re: Frogatto
You're missing something huge. Crimson Penguin explained it to me though, and I'm willing to fill you in. Basically you create a giant rectangle for the interior and then you erase away from that in the shape of the rooms. The outer rectangle must be at least 2 boxes over the screen edges on all sides. The inside dimensions should be at least one away from screen edges.Gambit wrote:The indoor tileset is a mess, or I'm missing something huge.Gambit wrote:Dressing it up like an indoor level would be cool.
Re: Frogatto
Nice, I was rather reminded of Ferazels wand, which unfortunately induced me with a habit of attempting to jump onto any tree I saw.
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Re: Frogatto
Yes, that's not accidental. There's a fairly large "shout out" to Ferazel's Wand in frogatto, esp WRT stuff like the torches, and the perspectivized water background. I have many fond memories of that game.Velensk wrote:Nice, I was rather reminded of Ferazels wand, which unfortunately induced me with a habit of attempting to jump onto any tree I saw.
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