Aniplamoxium -R E M A D E-

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manomomma
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Aniplamoxium -R E M A D E-

Postby manomomma » Sun Jun 21, 2009 9:22 pm

Ani REMADE.png

It's back...
It's better...
It's REMADE!


It has been a long time...


Ok, so here's the Plot:
5 years ago (Jan/12/2344). One research team landed on Ploxima to inspect the newly discovered planet. The element Aniplamoxium (An) was discovered. Aniplamoxium is a lightweight aqua blue rock. A special research team and an ERA (Experimental Radioactive Association) team studied and analyzed the new element. Soon the team found out that the energy stored in the Aniplamoxium atoms are full of electrons and have more power then any known substance! The teams was astounded by this discovery and! And so a development team started on the first ever Aniplamoxium fueled power generator. On Sep/21/2346 the generator was complete. On 28th they fueled the generator with 1 pound of Aniplamoxium and left it running as an experiment...

It powered down on June/20/2348...

2 year...

The generator ran on 1 pound of Aniplamoxium for 2 year.
That’s 128% more powerful then Uranium!

So this is where you come in...
Your goal, mine for the precious aniplamoxium and make MILLIONS.

Screens!
Scr 1.png

scr 2.png
Last edited by manomomma on Mon Sep 06, 2010 9:20 pm, edited 7 times in total.
Last update: June-06-2011
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Stephen Chapman
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Re: -Aniplamoxium-

Postby Stephen Chapman » Sun Jun 21, 2009 9:30 pm

This looks like a s'wicked game. Do you control a mining vehicle?

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Re: -Aniplamoxium-

Postby MIV » Sun Jun 21, 2009 10:55 pm

I presume so.
And frankly, I'm rather impressed with the 100% customs (albeit with a little detail lacking, but nonetheless it's a definite unique one).
Nice usage of a tycoon, too (although I foresee tycoons being the next 001 cliche). ;)
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: -Aniplamoxium-

Postby Zhuge » Sun Jun 21, 2009 11:12 pm

*facepalm*

Remember that? -
Only like 3 people are making platformers, it's not a big deal...
Pfft...
Only one person is making a tycoon now. Let's just see in a few weeks from now.

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MIV
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Re: -Aniplamoxium-

Postby MIV » Sun Jun 21, 2009 11:14 pm

Actually, there is one other guy making a tycoon, but I can't remember who it is...
And where platformers are concerned, quite a few people proposed incorporating platformer elements (or the platformer genre itself) into their games.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: -Aniplamoxium-

Postby Zhuge » Sun Jun 21, 2009 11:23 pm

I know! It's so... grawam!
*sigh*
9.0 topic...

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Stephen Chapman
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Re: -Aniplamoxium-

Postby Stephen Chapman » Mon Jun 22, 2009 1:53 am

This game to me seems similar to Motherload, which was a good flash game about the same kind of plot.
I would love to play this game, any chance of a demo coming soon?

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Re: -Aniplamoxium-

Postby jake.lutze » Mon Jun 22, 2009 2:24 am

Youre my hero. You use customs AND an original idea!
This game seems kinda interesting.
If anything else, I want to see how a tycoon game would work on 001
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Do you want me to amke a resource?
PM me and Ill see what I can do.
Invasion of the 8-bit Aliens
resources: 25% done
making: bosses, enemies, and tiles
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I R smrt. I promise.

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Re: -Aniplamoxium-

Postby Lord Cohliani » Mon Jun 22, 2009 2:37 am

Yeah, it looks interesting. I too wonder how it will work...
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Re: -Aniplamoxium-

Postby MIV » Mon Jun 22, 2009 3:32 am

Stephen Chapman wrote:This game to me seems similar to Motherload, which was a good flash game about the same kind of plot.
I would love to play this game, any chance of a demo coming soon?

No Mr. Natas or Satan in the game, I presume?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: -Aniplamoxium-

Postby manomomma » Mon Jun 22, 2009 7:40 am

And forgot,
some of you think this game is similar to Motherload game, but it isn't. Why? Coz the player char. is a mouse?!
S3.png
Mmm
S3.png (1.08 KiB) Viewed 2318 times



Sorry, I though I sent my 2 message beffore my 3, anyway, here its:

"And everybody, this game will be out soon like in max 2 weeks and in min 2 days. ;)
I'm done all scripting and now I am putting it all together and making some fixes. I don't want to promise things yet but I'm actually aiming for a little better graphics too. So you can look forward to all this coming up! :D"


S3.png
See here
S3.png (1.08 KiB) Viewed 2318 times
Last edited by manomomma on Mon Jun 22, 2009 7:49 am, edited 1 time in total.
Reason: Automatically merged double post.
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MIV
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Re: -Aniplamoxium-

Postby MIV » Mon Jun 22, 2009 8:28 am

Alright. We'll wait for some graphic updates.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: -Aniplamoxium-

Postby manomomma » Mon Jun 22, 2009 12:42 pm

Just updated the graphfics:

S4.png
It was this...
Attachments
wWw.png
Now it's THIS!
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Re: -Aniplamoxium-

Postby Lord Cohliani » Mon Jun 22, 2009 12:44 pm

Pimped!
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Stephen Chapman
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Re: -Aniplamoxium-

Postby Stephen Chapman » Mon Jun 22, 2009 5:43 pm

Very nice! Can't wait to get my hands on this game!

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Re: -Aniplamoxium-

Postby MIV » Tue Jun 23, 2009 2:06 am

Still looks the same to me, nevertheless,
Stephen Chapman wrote:Very nice! Can't wait to get my hands on this game!
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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coffeennicotine
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Re: -Aniplamoxium-

Postby coffeennicotine » Tue Jun 23, 2009 2:31 am

Nice look. :) I see the evolution in the graphics, but it's subtle.

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Stephen Chapman
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Re: -Aniplamoxium-

Postby Stephen Chapman » Tue Jun 23, 2009 3:24 am

So...is this the only interface the player uses? Or do you move deeper down into the ground? I'm a bit confused sorry :)

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Re: -Aniplamoxium-

Postby manomomma » Tue Jun 23, 2009 6:37 am

Sorry to disappoint, but no, you can't go in the ground :( But! :) You got a really good idea! and I’ll work on that and make it possible to go under...
And I just tested my game and I know your gonna love it when it does come out! I was going to make it the full game, but with that idea and the story needs to be a little longer, I'm gonna put my game on the website as a demo, in 2 days! :o
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Re: -Aniplamoxium-

Postby Stephen Chapman » Tue Jun 23, 2009 6:43 am

*Marks calendar in brain* Can't wait!
manomomma wrote:I know your gonna love it when it does come out!

I'll take your word for it...

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Re: -Aniplamoxium-

Postby manomomma » Tue Jun 23, 2009 7:06 am

Ok, These are the things you'll see in my game:

-tycoon game play
-Difficulty levels
-Erie space music
-(Maybe) Able to change music
-Day time
-Build and upgrade up to 17 buildings
-Story (Will expand)
-Tutorial
-(As far as I know) No errors
-Good graphics (depending on the person "MIV" jokes! ;) )
-able to teleport
-Fun
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Re: -Aniplamoxium-

Postby Stephen Chapman » Tue Jun 23, 2009 7:09 am

I expect to see them all or "off with your head!"
Haha kidding. At least it is something different for once.

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Re: -Aniplamoxium-

Postby MIV » Tue Jun 23, 2009 7:12 am

Stephen Chapman wrote:I expect to see them all or "off with your head!"
Haha kidding.

I am not.

Stephen Chapman wrote:At least it is something different for once.

Ah well, better than an ordinary platformer. I'm game.

manomomma wrote:Ok, These are the things you'll see in my game:

-tycoon game play
-Difficulty levels
-Erie space music
-(Maybe) Able to change music
-Day time
-Build and upgrade up to 17 buildings
-Story (Will expand)
-Tutorial
-(As far as I know) No errors
-Good graphics (depending on the person "MIV" jokes! ;) )
-able to teleport
-Fun

Getting in over your head, now, are we? Nah, good luck with that.
As far as you don't know, test the game again in full in case real errors occur. Try to do something stupid, believe me, bugs always come in from that (e.g. crashing your vehicle in a building etc.), and as far as good graphics are concerned, I'll see in the actual game.
What's the point of being able to teleport, though?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: -Aniplamoxium-

Postby manomomma » Tue Jun 23, 2009 8:05 am

Oh, Teleporting IS so important! My map is length 250 width 20 and you need to get to... Oh never mind you'll see ;) It just easier, no, much easier getting from one place to another. And my little bro will test the game just to see what an average person playing can do.


Alright, my bro was testing my game and I found 2 errors :( so I ripped the events out and I'm going to put them back once the problem is solved.
But thats in next version, coz the 2 days has past! I am so exited to put the game on 001!. but that's a little later...

My bro still needs to test it again. :?

Errors:

E1.jpg

E2.jpg



Alright I'm finished it now I finally found out how to submit my game! putting it on the site now!!!


Aniplamoxium is now available to all!
Last edited by manomomma on Thu Jun 25, 2009 10:47 am, edited 2 times in total.
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Re: -Aniplamoxium-

Postby funguy » Thu Jun 25, 2009 1:44 pm

This game is sick I just downloaded it 2day its so fun I hope I win soon!!!!! :D its awesome
comon ppl download it its so fun ;)

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Re: -Aniplamoxium-

Postby Deedasmi » Thu Jun 25, 2009 5:12 pm

actually MIV, this is surprisingly well made. Full customs, working scripts and everything.

Mano, the only thing i can suggest is giving the player something to do. All there is here is waiting and hitting enter a couple times a minute

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Re: -Aniplamoxium-

Postby manomomma » Thu Jun 25, 2009 5:45 pm

Ya, well I'm thinking of the motherload idea, but it seems a little complicated but I have hope that I'll come through.
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Mr.Numbers
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Re: -Aniplamoxium-

Postby Mr.Numbers » Thu Jun 25, 2009 9:11 pm

Wow.. very great game :D

Found a buggie!

You cant upgrade the mine 1st one to the left of the ship thingey :O Like you cant upgrade above 3 :(

It bugs me :( I wasted like 450000$ trying to upgrade it >:O

EDIT:
Ok.. the 5th upgrade for both the launch thing and the warehouse is sooo un-needed :P

Gawd, i feel like i have no life... upgrading every mine to max :p

EDIT2:
I really dont have a life.. :[

I swear i have a life!.PNG
I swear i have a life! :(
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Re: -Aniplamoxium-

Postby Zhuge » Thu Jun 25, 2009 11:06 pm

I don't really get the controls of the game.
What exactly do you do? I want to know before I spend the next 3 hours of my life trying to download this game on my grandma's windows 12 B.C. :|

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Re: -Aniplamoxium-

Postby Mr.Numbers » Thu Jun 25, 2009 11:11 pm

You use a mouse pointer using the arrow keys to move around and build mines to harvest Aniplamoxium.

You can upgrade your mines to produce Aniplamoxium.

You can then upgrade your storage to hold more Aniplamoxium.

You can upgrade your Space ship platform thing to sell more Aniplamoxium faster. (50, 100, 200, 400, 800)

You lose an amount daily because of cost of the mines and such.


That's basically it :)
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Re: -Aniplamoxium-

Postby Zhuge » Thu Jun 25, 2009 11:15 pm

Ah. I might check it out soon.

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Re: -Aniplamoxium-

Postby Mr.Numbers » Thu Jun 25, 2009 11:23 pm

It is very repetitive :P
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Re: -Aniplamoxium-

Postby MIV » Fri Jun 26, 2009 4:44 am

Yes, true. But thank you so much for the demo, here's a few comments:
When you want to sell aniplamoxium, use an input and a comparison instead of fixed numbers; they can get a bit tricky for those with low counts or high counts of aniplamoxium.
I liked the customs and the text font, but maybe you should include more events or 'business deals', e.g. deliver 80 anis within a week or someth... it is too repetitive, mining here and there.
Alternatively, consider telegraphing 'events', such as uncovering large ani deposits or getting a rockslide which decreases your yield. It really increases the anticipation and suspense in your game.
Lastly, one more element to consider is the expansion to another part of the planet, or you could control multiple territories with rivals and such to make it more difficult.
But overall, good game. More improvements could rate it a killer, but for now, it deserves an 8. Great try.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: -Aniplamoxium-

Postby manomomma » Tue Jun 30, 2009 9:10 am

I've been busy working on my game on v0.2 and next you might be able to research things to give you more money, less cost, unlock free building ground, ect... and they’re all put into 3 main research groups: Financial Research, Production Research, Construction Research. Even how fare I've gotten, I’m not making any promises!
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Re: -Aniplamoxium-

Postby MIV » Tue Jun 30, 2009 9:43 pm

Ah, and I presume more of these can unlock more stuff?
Why not try to have multiple mineral types you can mine besides Ani, maybe something like Refined Aniplamoxium which you can get from a special Refinery after research, and can be sold for a much higher price? It's what most tycoon games do, but the idea still works.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: -Aniplamoxium-

Postby manomomma » Wed Jul 01, 2009 10:36 am

That is in the financial research. ;) I'm not sure if "financial" is the right word for its category though. :?
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Re: -Aniplamoxium-

Postby MIV » Wed Jul 01, 2009 10:42 am

Environmental Chemistry would be more feasible, nonetheless it's still applicable. Names aren't too big of an issue.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: -Aniplamoxium-

Postby TheRunner » Wed Jul 01, 2009 7:38 pm

I couldnt figure out what to do... ._.



Well i lvled up my Storage room with all my money, then i couldnt do anything else from there..
"As far as I'm concerned, I prefer silent vice to ostentatious virtue."

- Albert Einstein

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Re: -Aniplamoxium-

Postby manomomma » Wed Jul 01, 2009 9:00 pm

Workin hard on v0.2, v0.1 was a test to see if people would like it, and next version is going to keep you more busy then bord ;) hopfully!
And guys, does the saving then loading your game work fine?
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Re: -Aniplamoxium-

Postby MIV » Thu Jul 02, 2009 12:28 am

Shouldn't be a problem, I guess.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
Please play through the full game, or PM me for hints and easter eggs.

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Re: -Aniplamoxium-

Postby Gamerdude » Thu Jul 02, 2009 3:19 am

Nice game. Kept going bankrupt though :)
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Re: -Aniplamoxium-

Postby MIV » Thu Jul 02, 2009 4:48 am

That probably means you need to have Ani sold for a higher price, or that it's harvested at a greater rate.
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Re: -Aniplamoxium-

Postby C0c1 » Thu Jul 02, 2009 3:29 pm

although I havn't played being able to barter when selling would be nice. Or selling to differnt factions increasing or decreasing you disposition with each. If you have a high disposition with one race the buy at higher prices but then there enimies may get mad and attack you base destroying some buildings. Just some ideas. :)
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Re: -Aniplamoxium-

Postby manomomma » Thu Jul 02, 2009 6:38 pm

This isn't a war game, it's a company based game.
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Re: -Aniplamoxium-

Postby RPGking » Thu Jul 02, 2009 9:20 pm

I haven't played the game yet, but I will in a minute. What if you could build like a tiny building with a giant hose or tube that could suck out the ani. ;)

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Re: -Aniplamoxium-

Postby manomomma » Thu Jul 02, 2009 9:32 pm

The ani. mines got large lasers in side and on the sealing of the mine, they're for making a big hole so the workers and mine machines can get at all the visible aniplamoxium around.

But that would be wicked looking on a mine "a giant tube" :D

This is the cost per day and ani. production all put to gether:
DDD.png
You'd be surprised of how much free time I've got!
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Re: -Aniplamoxium-

Postby MIV » Thu Jul 02, 2009 10:39 pm

Isn't there an easier way?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby Zhuge » Thu Jul 02, 2009 10:42 pm

@loading and saving - Nah, that's a bug in 1.5.4 don't worry about it. Fixed for 1.6.

That script doesn't look that hard though, pretty long but not that hard.

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Re: -Aniplamoxium-

Postby MIV » Thu Jul 02, 2009 10:49 pm

Alright, perhaps not 'hard', but a bit too long... Thank god for the multi-comparison branches, though.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby manomomma » Fri Jul 03, 2009 12:57 pm

MIV wrote:Isn't there an easier way?


If there was, I'd be using it. :?


"@loading and saving - Nah, that's a bug in 1.5.4 don't worry about it. Fixed for 1.6."

You mean they're is a 1.6!? I looked at the download thing and there was only 3.5.4???
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Re: -Aniplamoxium-

Postby C0c1 » Fri Jul 03, 2009 1:07 pm

Its only out for subscribers ;) regulare users will get it soon.
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Re: -Aniplamoxium-

Postby manomomma » Mon Jul 06, 2009 1:19 pm

I'm about 77% done the research part of my game.
That makes me about 27% done v0.2. :(
I'm almost done the hard and long parts. :D

Version 2 (v0.2) has some new features that I'm going to try and put in the game, features like:

Research up to 16 things
Build and/or upgrade up to 36 buildings
Loans
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Buy more land

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Re: -Aniplamoxium-

Postby C0c1 » Mon Jul 06, 2009 6:58 pm

It wouldn't tell me my money it was weird. It said I had like a ton of money and then I went bankrupt. :?
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Re: -Aniplamoxium-

Postby manomomma » Tue Jul 07, 2009 11:14 am

Mmm... thats not good. :oops: I'm gonna test my game alot this time so there will less bugs hopfully none.
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Re: -Aniplamoxium-

Postby MIV » Wed Jul 08, 2009 6:54 am

If I were you, when you test your game make sure you test EVERYTHING. Make sure you don't leave anything out, and try to do something stupid e.g. sell 100 anis when you have 10 to see whether there are bugs.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby manomomma » Wed Jul 08, 2009 9:12 am

MIV wrote:If I were you, when you test your game make sure you test EVERYTHING. Make sure you don't leave anything out, and try to do something stupid e.g. sell 100 anis when you have 10 to see whether there are bugs.


I tested that, I tested allot of things. That error thing from COc1 was an unexpected error that is probably hard to get again :?

And is this version 2: v0.2 or this: v2.0? :?
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Re: -Aniplamoxium-

Postby TheRunner » Wed Jul 08, 2009 9:46 am

i love this game, imma fan of RTS style / tycoon games, good job, hopefully the full game
will feature alot more, like...Better things!...Good luck!
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Re: -Aniplamoxium-

Postby manomomma » Wed Jul 08, 2009 8:46 pm

Hey again, I need help, I need to know how "swiches and collections" work and what there good for.
I searched it up and such, now I am in need of help. :?
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Re: -Aniplamoxium-

Postby Gamerdude » Wed Jul 08, 2009 11:42 pm

Create a Help Me topic. :)
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Re: -Aniplamoxium-

Postby C0c1 » Thu Jul 09, 2009 12:27 pm

Ok my error occured when I started the game and started in Easy. It glitched so I restarted several times and even tried differnt difficulties all the same. This is on the version that is up right now. If it was a one time bug (which becuase no one else got it it could be) don't worry but just to be sure you may want to check the retrive value in the feild properties. :)
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Re: -Aniplamoxium-

Postby manomomma » Sat Jul 11, 2009 10:02 am

Can you be a little more specific when you say "retrive value in the feild properties" :? ???
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Re: -Aniplamoxium-

Postby C0c1 » Sat Jul 11, 2009 4:38 pm

Sure. Once you click on the feild to edit it the retrive value is on the left side and is a text box. In that box it should say Main.Money.
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Re: -Aniplamoxium-

Postby manomomma » Sat Jul 11, 2009 7:25 pm

Ya but were should I be looking for this thing? :?
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Re: -Aniplamoxium-

Postby MIV » Sun Jul 12, 2009 3:23 am

Including the interest formulae and growing interest over time?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby manomomma » Sun Jul 12, 2009 12:52 pm

No, not really but these are the things the loan will have:

1. Getting a loan max $10,000,000
2. The loan interest .004% (Have some new ideas now thank man ;) )
3. Pay off loan
4. Can't extend your current loan :( (Will try make it possiple later though...)
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Re: -Aniplamoxium-

Postby Jegar » Mon Jul 13, 2009 11:46 pm

Very Nice game, although an input would be nice when selling Ani. and maybe the mines changing when upgraded. Although still a very good game.
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Re: -Aniplamoxium-

Postby moonkill » Tue Jul 14, 2009 3:39 am

the game was fun to play.. but it felt kinda lifeless.. maybe some animations on buildings or flying cargo vehicles would be cool

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Re: -Aniplamoxium-

Postby Jegar » Tue Jul 14, 2009 11:34 am

Ya I thought that too. Maybe when a mine is built you can see inside of the shaft and see miners work.
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Re: -Aniplamoxium-

Postby C0c1 » Tue Jul 14, 2009 11:44 am

Also When you upgrade a building it should get bigger or change in some way.
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Re: -Aniplamoxium-

Postby manomomma » Tue Jul 14, 2009 11:47 am

Jegar wrote:Very Nice game, although an input would be nice when selling Ani. and maybe the mines changing when upgraded. Although still a very good game.


C0c1 wrote:Also When you upgrade a building it should get bigger or change in some way.


I made 2 games a few months ago and they where the same type of games as Aniplamoxium but they took place in modern times and about oil and the other was about mining gold, everything was smaller (Buildings) and I did that idea of yours, Jergar and C0c1 on the mining game! I made different, more advance looking mines and buildings for different levels! I also made a building that is in construction on the 2nd game (the Oil game) when it‘s actually in construction.

But after some time working on the 1st game (mining game) I got to some dead ends like variables, very advanced scripting and more...
on the 2nd (a few months later) I learnt about variables and more. I was amazed that it was all so possible, I was working on making multi oil rigs and making them product oil barrels! :D But, I left my game for a few weeks...

I for got how my game worked and thing messed up...

So I made a new game, ANIPLAMOXIUM.
I disided not to make different, more advance looking mines and buildings for different levels and also make buildings that are in construction...

...Yet ;)

moonkill wrote:the game was fun to play.. but it felt kinda lifeless.. maybe some animations on buildings or flying cargo vehicles would be cool


I made all that actually too! :lol: the thing is that it all was too much work! I mean that I want to get a cargo hover car to go to a certain location on the map and well, if one was coming opposite of the other then some times one would dip down into the ground and go up again, to go around the other. And if you make 10 mines, 10 cars appear and do a route, it would be like CRASH, CRASH, over lapping the other and stuff it was agonizing to watch them all! and then I would get errors like "Error car 2 cannot walk to X=27 Z=45" and stuff like that. :?

And it gets very leggy too!


Jegar wrote:Maybe when a mine is built you can see inside of the shaft and see miners work.


This is a great idea! Did not think about that one lol! Mmm...
It seems kind of hard to do though...
...Oh! I think I can do this one! It's just that I'm better at scripting then art and if the art gets too hard, I stop. Scripting is different though if it gets too hard I think hard! Your idea is great, I will put it in the game. But Don't expected your idea to come in the next version k.
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Re: -Aniplamoxium-

Postby Jegar » Tue Jul 14, 2009 12:38 pm

Awesome

manomomma wrote:I made all that actually too! :lol: the thing is that it all was too much work! I mean that I want to get a cargo hover car to go to a certain location on the map and well, if one was coming opposite of the other then some times one would dip down into the ground and go up again, to go around the other. And if you make 10 mines, 10 cars appear and do a route, it would be like CRASH, CRASH, over lapping the other and stuff it was agonizing to watch them all! and then I would get errors like "Error car 2 cannot walk to X=27 Z=45" and


You could maybe make the characters not collide with one anohter
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Re: -Aniplamoxium-

Postby manomomma » Tue Jul 14, 2009 12:44 pm

I made sure that the cars collision rec. wasn't there, I tried a lot of things but it just some times the cars dip down witch makes my job 10x harder :evil: darn cars!
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Re: -Aniplamoxium-

Postby Jegar » Tue Jul 14, 2009 1:06 pm

No I am talking about when the walk to location branch is used make it ignore allied characters and make the cars disable thier colission.
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Re: -Aniplamoxium-

Postby manomomma » Tue Jul 14, 2009 1:14 pm

Mmm... you know, I never got the point of that thing, now I see that it is the only thing that I didn't try, I'll make this smiley: :oops:
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Re: -Aniplamoxium-

Postby C0c1 » Tue Jul 14, 2009 1:39 pm

So will the bigger buildings be a possibility?
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Re: -Aniplamoxium-

Postby manomomma » Tue Jul 14, 2009 2:18 pm

Mmm...

...Yes.
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Re: -Aniplamoxium-

Postby C0c1 » Tue Jul 14, 2009 3:53 pm

:D
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Re: -Aniplamoxium-

Postby Jegar » Tue Jul 14, 2009 4:41 pm

Nice.
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Re: -Aniplamoxium-

Postby manomomma » Wed Jul 15, 2009 11:06 pm

Here are ideas that people would like to see in the game:

Stephen Chapman
Idea: Drill under ground

MIV
Idea: Multiple mineral types

C0c1
Idea: Being able to barter

manomomma
Idea: Extend your current loan

Jegar/C0c1
Idea: Mines change and grow when upgraded

Jegar
Idea: See inside of a mine and see miners working

Moonkill
Idea: Animations on buildings

Moonkill
Idea: Flying cargo vehicles

I think there great ideas! And I'd love to try and put them in my game :D
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Re: -Aniplamoxium-

Postby Zhuge » Wed Jul 15, 2009 11:09 pm

Jegar's will be kinda hard to do if you want the arrow to go over it and see the inside.

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Re: -Aniplamoxium-

Postby manomomma » Wed Jul 15, 2009 11:22 pm

I was really thinking of clicking a button like "V" and all the mines will show the inside... but...
That idea sound much more better :)
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Re: -Aniplamoxium-

Postby Jegar » Thu Jul 16, 2009 12:58 am

Or it could just show up when it is built nothing fancy.
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Re: -Aniplamoxium-

Postby Gamerdude » Thu Jul 16, 2009 2:17 am

ZhugeLiang wrote:Jegar's will be kinda hard to do if you want the arrow to go over it and see the inside.

That would be cool, like when the arrow goes over a mine, the outside wall fades away and you see and animated mine-inside. :)
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Re: -Aniplamoxium-

Postby moonkill » Thu Jul 16, 2009 4:20 am

seeing the inside of a building won't be hard to make but make it also animated on the inside is way harder.

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Re: -Aniplamoxium-

Postby Gamerdude » Thu Jul 16, 2009 4:31 am

You could just have tiny little figures and make an animated effect. :)
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Re: -Aniplamoxium-

Postby manomomma » Thu Jul 16, 2009 6:26 am

No, no, no, I’m going to make full out hard stuff. When you move over near a mine, the mine will do what gamer_dude001 suggested, the walls fade away and you can see inside the mine looking at steam and smoke coming out of a hole in the ground and lasers, drills and mechanical junk all around and workers all going out and into the hole. And when you leave the mine the walls fade back. :o
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Re: -Aniplamoxium-

Postby Gamerdude » Thu Jul 16, 2009 6:27 am

Sweet :) Sounds awesome.
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Re: -Aniplamoxium-

Postby manomomma » Thu Jul 16, 2009 6:31 am

Ya, anyway time for me to get back to work on my game only 16% of the demo 1.9 left you know. :D
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Re: -Aniplamoxium-

Postby Jegar » Fri Jul 17, 2009 11:14 am

Can't wait.
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Re: -Aniplamoxium-

Postby C0c1 » Fri Jul 17, 2009 11:15 am

So is the next release a full version?
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Re: -Aniplamoxium-

Postby manomomma » Fri Jul 17, 2009 11:41 am

No but the one after this one is.
The current game: Demo 1.0 the game I’m making is: Demo 1.9 and the next is: Demo 2.0 but I’m going to change it to Version 1 so that will be the first version. After that its going to be something like Version 1 Deluxe! 8)
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Re: -Aniplamoxium-

Postby Jegar » Fri Jul 17, 2009 7:28 pm

Awesome.
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Re: -Aniplamoxium-

Postby manomomma » Fri Jul 17, 2009 10:10 pm

Ya, and I'm done 97% of Demo 1.9 so the next day I'm going to finish my game and start testing! So you can expect the game on the site some where in the next week! ;)
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Re: -Aniplamoxium-

Postby Jegar » Fri Jul 17, 2009 11:36 pm

Great
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Re: -Aniplamoxium-

Postby manomomma » Sat Jul 18, 2009 12:12 pm

ATTENTION: I am going to launch Aniplamoxium Demo 1.9 on July 19!!!
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Re: -Aniplamoxium-

Postby Jegar » Sat Jul 18, 2009 12:22 pm

Can't wait.
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Re: -Aniplamoxium-

Postby manomomma » Sun Jul 19, 2009 9:07 am

DEMO 1.9 RELEASED!
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Re: -Aniplamoxium-

Postby moonkill » Sun Jul 19, 2009 11:51 am

WOW 1.9 is awesome.. i like the upgrade ship.. and the company ship is cool to.. still didn't need it
but you deleted the teleport to the ware house and the maps are a bit smaller to :( but i think that was for the buy new land option?

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Re: -Aniplamoxium-

Postby manomomma » Sun Jul 19, 2009 1:45 pm

Yep! :D
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Re: -Aniplamoxium-

Postby moonkill » Sun Jul 19, 2009 2:02 pm

actually after 2 hours playing this addicting game I found 2 things bothering me..
1- when you sell aniplamoxium a cargo ship start to fly, now here's the problem if you have your second land and go to it the animation in map 1 freezes ( not your foult our something) but the production of Ani continues and if you switch back map 2 freezes,, maybe you just make a timer to sell ani and let the animation still be there. i lost pretty much money cus a have to wait way to long to sell again in map 1 and map 2 so if there was a map 3 it probably doubles again.
2- the mouse is to slow XD

but its still a great game.. 8) pretty addicting to

keep up the good work

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Re: -Aniplamoxium-

Postby manomomma » Sun Jul 19, 2009 2:20 pm

No worries, I got the same problem and it should be pretty easy to fix.

And I don't know how to speed the mouse (char) up do you?
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Re: -Aniplamoxium-

Postby moonkill » Sun Jul 19, 2009 2:24 pm

the only thing to do that is changing into a vehicle but then the pressed action button zones wont work anymore :( i always thought the speed of the chars could be higher to -.-

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Re: -Aniplamoxium-

Postby manomomma » Sun Jul 19, 2009 2:34 pm

Wait, what is that statistic: Agility for. Does it speed you up or something?
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Re: -Aniplamoxium-

Postby Jegar » Sun Jul 19, 2009 3:15 pm

No Agility is just a statistic. You have to have a change speed branch in the intro script.
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Re: -Aniplamoxium-

Postby moonkill » Mon Jul 20, 2009 5:13 am

mm yes that would do the trick :P never knew there was a speed branch :roll:

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Re: -Aniplamoxium-

Postby manomomma » Mon Jul 20, 2009 9:42 am

Ya thanks man I look hard for stuff and it's always under my nose! :?
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Re: -Aniplamoxium-

Postby moonkill » Mon Jul 20, 2009 9:47 am

btw what are the features in the next version?

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Re: -Aniplamoxium-

Postby manomomma » Mon Jul 20, 2009 12:37 pm

Mmm... not much just the mouse speeds up, some fixs and a story line that will make your game a nightmare. lol! :lol:

I haven't worked on Version 1 for 2 days just taking a break thats all I'll start now...
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Re: -Aniplamoxium-

Postby moonkill » Fri Jul 24, 2009 3:25 am

tell more about the story line?

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Re: -Aniplamoxium-

Postby MIV » Fri Jul 24, 2009 10:42 am

manomomma wrote:"Days turned into months and months turned into years of looking around the planet Ploxima for signs...
...And not a trace was found...
...In tell you found a small dose of the color turquoise on a rock...
...You knew this was it...
...You took your rusty drill and started drilling, lower and lower....
...127ft...
...Could this be really my lucky day...
...261ft...
...It’s probably nothing like all the other times...
...489ft...
...560ft...
...You found it! Your rich!

Aniplamoxium was everywhere..."

the game takes place in the 32nd century, Aniplamoxium is a resource that the 32nd century civilization depends on. They burn it as fuel for space travel ships, cargo ships, army space vehicles, etc... And all the aniplamoxium is buried deep under Ploxima's surface.

Essentially, a tycoon game involving a certain mineral. Although I strongly suggest something like a 'campaign mode' where there's a fixed plot e.g. certain dealings linking to each other etc.
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Re: -Aniplamoxium-

Postby Lucifiend » Fri Jul 24, 2009 1:24 pm

After playing the demo, I have to say I liked your concept. The only down side is it felt more like busy work, like Lucy trying to keep the chocolates from falling off the end of the conveyor belt (The red headed Lucy, not me). Make sure the money doesn't run out by pushing buttons and pulling levers. It seems what this game really lacks is any form of change up. You upgrade your building, but the building doesn't change and you don't gain new abilities. You're drilling for ore, but there is no animation. No random events. You do research, but it only changes percentages, it doesn't unlock new skills, tools, whatever.

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Re: -Aniplamoxium-

Postby evergreen » Tue Aug 18, 2009 3:32 am

I agree with Luc. We need more rewards for our efforts.
Fix that, and maybe change the cursor into a little man in a spacesuit you can jet pack around with or another spaceship, and this will defiantly be one of the top 3 games on 001 (in my opinion).
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Re: -Aniplamoxium-

Postby Jegar » Tue Aug 18, 2009 6:03 pm

I agree with the above post and so does the Enclave.
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Re: -Aniplamoxium-

Postby manomomma » Tue Aug 18, 2009 6:11 pm

Ya but making a space guy would slow the movement of the (at the time) cursor and I'm looking for ---speed->
And lucifiend there is something in this topic about animations and how the buildings will change once upgraded and mostly all the stuff you mentioned on your post :o ...there just somewhere...


Ps all: don't expect the next version to come out soon, I've been living a nice lasy summer 8) and isn't in the mood to continue creating :?
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Re: -Aniplamoxium-

Postby evergreen » Tue Aug 18, 2009 6:42 pm

manomomma wrote:Ya but making a space guy would slow the movement of the (at the time) cursor and I'm looking for ---speed->
And lucifiend there is something in this topic about animations and how the buildings will change once upgraded and mostly all the stuff you mentioned on your post :o ...there just somewhere...


Ps all: don't expect the next version to come out soon, I've been living a nice lasy summer 8) and isn't in the mood to continue creating :?


It wouldn't have to slow the cursor down, note the jet pack part.
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Re: -Aniplamoxium-

Postby manomomma » Wed Aug 19, 2009 12:22 pm

Ya but what I mean is that it wouldn't look very realistic.

Well...

Besides that, I guess I could try...
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Re: -Aniplamoxium-

Postby MIV » Thu Aug 20, 2009 8:33 am

Or if you're highly against that, perhaps a more animated, sci-fi-ish cursor.
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Re: -Aniplamoxium-

Postby manomomma » Sat Aug 22, 2009 12:00 pm

Ya, ya! I'll do that.
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Re: -Aniplamoxium-

Postby moonkill » Tue Aug 25, 2009 1:53 pm

wich futures are featured in the next version?

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Re: -Aniplamoxium-

Postby manomomma » Tue Aug 25, 2009 3:06 pm

-Faster Cursor Movement.
-Story Line.
-New Looking Cursor.
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Re: -Aniplamoxium-

Postby Fireleaf » Tue Aug 25, 2009 9:27 pm

This game could use a little action. Maybe you could make it to where you'd have to buy troops to fight off something.
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Re: -Aniplamoxium-

Postby moonkill » Wed Aug 26, 2009 1:54 am

i think a tycoon like this dont need action with troops and stuff,, but yeah if there was competition in this game you could start a price war :D

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Re: -Aniplamoxium-

Postby Scaveleon » Wed Aug 26, 2009 7:23 am

Financial competetion and rival companies? That complicates things, but adds depth, and if done sandbox style correctly could make a game that won't repeat itself that easily.

Anyways, I would love if there was an option to make the cursor faster. Maybe a pause game hotkey could be potentionally useful too, but you could use the ESC menu. So far, it wasn't rewarding, but unique it was. Maybe a game speed up/down tool could be useful too.
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Re: -Aniplamoxium-

Postby haraldx » Fri Aug 28, 2009 9:32 am

You could make things like Power plant. without it nothing moves on. like lets say, warehouse takes 5 energy bolts, with every upgrade it requires 2 bolts more. lvl 1 power plant can produce up to 15 energy bolts. and so on. that would make the game more interesting because it was kinda lame just sitting near the transport dock or whatever it was.

Oh and By the way, i had idea about making a tycoon or strategy game on 001 for really long but i was too busy so i didnt even post the idea and didnt even start a game. but i had the idea for long, long time. im thinking about making a strategy game my self. but first i should complete projects that might be called daed right now. but its not so. good luck on your project.

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Re: -Aniplamoxium-

Postby manomomma » Sat Aug 29, 2009 12:18 pm

Fireleaf, like what moonkill said “I think a tycoon game like this don’t need action with troops and stuff” but you are right that it does need some sort of action and that’s why I’m trying to make a cool story line…

The story is rated 1 out of 10 maybe a mmm… 7 my opinion. I’m not working on it most of the time and it’s been slow in Manomomma industries. Lol.

Anyway…

Scaveleon, sorry but there will be no opion to make the cursor faster. But I did speed it up!

Haraldx, That is a brillent idea! A power plant! that’s great stuff ty, I’ll put that in the game but not this next version coming up.

Any more ideas for aniplamoxium just PM me or post it on the forum.

THANKS! :)
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Re: -Aniplamoxium-

Postby Lucifiend » Sat Aug 29, 2009 4:48 pm

Wow, that kind of dominoed. I guess some randomness was my intention. Perhaps a mine collapse, meteor strike, worker strike, equipment failure (or need to pay maintainers for better operations), or new challenges the more successful you get. I haven't played the demo lately, is there a world map? Something that forces you to macro management as well as micro. Just throwing junk out. Don't know if they're turds or gems. You've already got a pretty innovative game concept, whatever helps to sweeten the deal. It just felt your were close, but were missing some main element to make the game really addictive.

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Re: -Aniplamoxium-

Postby C0c1 » Sat Aug 29, 2009 5:57 pm

Buy new locations with more materials/ natural hazards :D tjen you have to manage a few sections at a time. It would also be cool if there were minigames such as mining, flying supplys back ect.
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Re: -Aniplamoxium-

Postby MIV » Sat Aug 29, 2009 11:01 pm

To add on to Lucifiend's post, maybe you can make good events in addition to the bad ones. So maybe there may be random events that happen on a 'fortnightly' basis, e.g. a mine collapse that shuts down that mine for one week, or maybe striking the motherload.
Or maybe you can stimulate the economy, say, when you sell more prices drop a little bit, or it depends.
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Re: -Aniplamoxium-

Postby haraldx » Sun Aug 30, 2009 3:03 am

manomomma wrote:Haraldx, That is a brillent idea! A power plant! that’s great stuff ty, I’ll put that in the game but not this next version coming up.


I am glad you like this idea. Another idea is achievment system. for doing achievments you got some bonuss or thats just for fun, you may choose (since its your game). example: get 10,000,00$ (loan money is not counted), Research all researches, play a year in game time ofcourse etc. etc. would make the game goin.

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Re: -Aniplamoxium-

Postby moonkill » Sun Aug 30, 2009 4:59 am

MIV wrote:To add on to Lucifiend's post, maybe you can make good events in addition to the bad ones. So maybe there may be random events that happen on a 'fortnightly' basis, e.g. a mine collapse that shuts down that mine for one week, or maybe striking the motherload.
Or maybe you can stimulate the economy, say, when you sell more prices drop a little bit, or it depends.

if the economy is based on the demand and supply, that would be really cool,, you could make city's or something,, and you sell the ani to them or buy your own industries? which makes the ani into something else that gives extra worth to the ani?

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Re: -Aniplamoxium-

Postby manomomma » Sun Aug 30, 2009 5:08 pm

Wow! Ideas! Lol! Lucifiend those Ideas are good that’s y some people already told me about them and thought of them first. But, the others like: worker strike, pay main tainers for better operations world map.

And C0c1s if buy new locations with more material and natural hazards and mining games.
Awesome C0c1

Miv as well a thanks!

Haraldx, I put that idea in my game but it was a failure, But I think I can do it now.
And double thanks dude for reminding me about that! ;)

moon kill that part “you could make city’s or something…” touched me… ;)
…lol! Jokes! Its great actually I could put a that idea with lucifiends idea of having a world map thing.

THANKS! Once again!

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Re: -Aniplamoxium-

Postby C0c1 » Sun Aug 30, 2009 5:44 pm

manomomma wrote:And C0c1s if buy new locations with more material and natural hazards and mining games.
Awesome C0c1


Thanks :)
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Re: -Aniplamoxium-

Postby Lucifiend » Sun Aug 30, 2009 8:25 pm

I like repeating other people's ideas and taking credit for them. I'm practicing for a management position. ;)

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Re: -Aniplamoxium-

Postby TheRunner » Mon Aug 31, 2009 2:52 am

Lucifiend wrote:I like repeating other people's ideas and taking credit for them. I'm practicing for a management position. ;)



lol.




Hey manomama!

I have an idea, why not have it so you could hire little people, and then it shows them doing work??

That would be pretty nifty.

If this idea has already been said, Sorry.
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- Albert Einstein

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Re: -Aniplamoxium-

Postby moonkill » Mon Aug 31, 2009 4:16 am

TheRunner wrote:
Lucifiend wrote:I like repeating other people's ideas and taking credit for them. I'm practicing for a management position. ;)



lol.




Hey manomama!

I have an idea, why not have it so you could hire little people, and then it shows them doing work??

That would be pretty nifty.

If this idea has already been said, Sorry.


its already said about the see workers doing work,, but not about hiring. but i think it's already included in the daily cost of a mine? but it could be a great idea when buildings are level maxed? so you still can have more production?

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Re: -Aniplamoxium-

Postby manomomma » Mon Aug 31, 2009 8:19 am

THE RUNNER, Great idea on the hire little people idea! Ty

…and…

…Holy cow! I got ideas! But there all easier said then done lol! I got to get to work!

But keep it up I don’t have time to think!

Ty
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Re: -Aniplamoxium-

Postby Fireleaf » Thu Sep 03, 2009 9:54 pm

This game needs more action. When I say action, I don't mean fighting, I mean moving things. Make the factories have glowing parts or generators with cool little spinning thingies on them. Each different kind of building should look unique and be something people will want to stare at for a long time because to play the game that's what you'll have to get them to do.

Maybe you could have ships flying around in the backround every so often (characters with low opacity) just for kicks and once again, more to look at. The overall design of the game is good, but I find little accomplishment in making lots of moon-money just so I can sit and watch my base be it's happy-ol-self. ;)
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Re: -Aniplamoxium-

Postby manomomma » Fri Sep 04, 2009 10:43 am

Great ideas and good point man! And I especially like that glowing idea of yours I'm having a change in plans and that’s why my game is at ??% finished I'm rethinking that story line I had and making it random events instead. And I got inspired and thrilled and hungry to continue create aniplamoxium.

Their are so many ideas that you guys through out that by the time Im done all the ideas, ill be working something like Aniplamoxium version 3 deluxe!
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Re: -Aniplamoxium-

Postby haraldx » Sat Sep 05, 2009 3:41 am

wow 69% percent done. nice, lookin up for the next version. oh, and try adding things like mini games with rewards. for example: a message says that some miners found something deep with their super cool technology. now you play as actual miner and you have to get the strange thing. it might be a huge block of aniplamoxium or something like that.

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Re: -Aniplamoxium-

Postby manomomma » Sat Sep 05, 2009 8:37 am

I think I’m going to put that achievement idea in the game but the challenge idea I think I’m going to wait at least tell the version after this one.

AND...

All critics on deck! What do you think of this new cursor?
NEW cursor.png
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Re: -Aniplamoxium-

Postby moonkill » Sat Sep 05, 2009 9:18 am

wow, that cursor is sci-fish cool :D i like the color,,

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Re: -Aniplamoxium-

Postby Lucifiend » Sat Sep 05, 2009 1:19 pm

Might have it a base white color so you could do color effects on it a little more easier. Such as flash red when you are over a selectable object or whatever. Very moon-a-licious. Does it animate or is it a still icon?

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Re: -Aniplamoxium-

Postby manomomma » Sat Sep 05, 2009 4:15 pm

No it animates and, how do you get it to flash red when your over a selectible thing? :?
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Re: -Aniplamoxium-

Postby Lucifiend » Sat Sep 05, 2009 8:05 pm

If its a character you just use the change texture color (perhaps with it being green you can use the glow function to override. Never tried it). If you want it flashing, use a timer to alternate the colors. Not sure how you specifically make the character over a selectable item, I imagine you use zones so you can use the when enter and when exit triggers to toggle the effect. I used a similar trick to put a question mark over the charcter's head when he was near a selectable item (such as a elevator button or a searchable cabinet). Made it easier for the player to know when he could use the action button rather than aimlessly hitting Enter over and over.

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Re: -Aniplamoxium-

Postby manomomma » Sun Sep 06, 2009 6:15 pm

GREAT! I a got the cursor to turn red when touching a building! Thanks!
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Re: -Aniplamoxium-

Postby Lucifiend » Sun Sep 06, 2009 9:33 pm

Sweet! I finally get to add one to my "I was right" tally. That side of the scoreboard was looking pretty empty. I think my wife sneaks in and erases them.

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Re: -Aniplamoxium-

Postby manomomma » Mon Sep 07, 2009 2:38 am

:lol: lol!


Arrrrrrr! :evil: AHHHH! -_- Stupid thing!!! ARRRAHHHH!!!!!

My game, I'm working on the random events and, well, (sigh), ITS NOT WORKING

I made a hole wack of variable operations like this

Variable: Person
Value: SET: Mr. Breen
Duration: h m s

(sign)

and it keeps saying as an error when testing:

Identifier "Mr. Breen" is not a variable, switch, custom event or internal command.

the thing is, ITS THE VALUE OF THE VARIABLE NOT THE VARIABLE :|
I think its my computer's fault.
Ok, it's either I’m right that it is it's fault or it's my fault followed by an embarrassing result comes out against me...


...I guess for now I should leave it for later and work on the achievements
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Re: -Aniplamoxium-

Postby haraldx » Tue Sep 08, 2009 1:38 pm

somethings wrong? thats ok, remember you have the rest of life to fix it and you have enough features you can add in meanwhile. but i dont understand the new cursor... i dont get it with which point are you aiming with? with the little thingy up or the big thingy down?

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Re: -Aniplamoxium-

Postby moonkill » Wed Sep 09, 2009 8:26 am

maybe you have to remove the dot? in MR. breen idk if it fix it but at least try :)

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Re: -Aniplamoxium-

Postby haraldx » Thu Sep 10, 2009 9:16 am

In the Time, try writing |h m 0|. i think that should help.

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Re: -Aniplamoxium-

Postby manomomma » Thu Sep 10, 2009 8:42 pm

I'm sorry but none of yours ideas on how to fix it is going to work, im prity sure :( I guess your right haraldx I'll work on other things...
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Re: -Aniplamoxium-

Postby haraldx » Sat Sep 12, 2009 3:01 am

oh look 86 percent done! nice, i cant wait :D

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Re: -Aniplamoxium-

Postby manomomma » Sat Sep 12, 2009 8:49 am

Thanks :)



ANIPLAMOXIUM VERSION 1 IS FINISHED AND IS CURRENTLY IN TESTING
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Re: -Aniplamoxium-

Postby MIV » Sat Sep 12, 2009 10:15 am

That's good to hear; any other additions you've considered?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby manomomma » Sat Sep 12, 2009 2:43 pm

Menu [in testing]
New Mouse
Achievements [in testing]
New way to Teleport
Extendible Loan
Max Loan
Weather [in testing]

Not so many things to awe about the highlight was the random events that I took out because of major iner problems.
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Re: -Aniplamoxium-

Postby MIV » Sun Sep 13, 2009 9:12 am

How exactly does the weather influence the gameplay?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby Jegar » Sun Sep 13, 2009 9:26 am

I am guessing it might destroy mines and damage structures.
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Re: -Aniplamoxium-

Postby moonkill » Sun Sep 13, 2009 12:38 pm

i hope testing is done soon,, i really cant wait to play :) cuz the previous versions where awesome to

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Re: -Aniplamoxium-

Postby manomomma » Mon Sep 14, 2009 7:02 pm

Sorry, but I'm now back down to 71% Because of a new opertunity that 2.006.000 offered me. that will really make my life easier when making my game but does not change the game play.
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Re: -Aniplamoxium-

Postby haraldx » Fri Sep 18, 2009 10:16 am

anything new to this nice game? hows the progress?

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Re: -Aniplamoxium-

Postby manomomma » Fri Sep 18, 2009 11:56 am

Well, I'v been really busy thinking about how I'm going to remake the random weather events and make an indivigual mine look and act destroyed. And every time I think VARIABLE or SWITCH it turns into 30 of ether cause of the 30 mines. (sigh) But besides that all is going smooth!
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Re: -Aniplamoxium-

Postby Fireleaf » Fri Sep 18, 2009 3:54 pm

What's wrong with 30 switches?
Hey, I compose custom music for games (for free). PM me about it.

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Re: -Aniplamoxium-

Postby manomomma » Fri Sep 18, 2009 4:31 pm

I'm planning to make over 30 mines, like 60 or 120 ect.. in the future. I'll need to modify all thoughs mines. Ok, lets say Variable (not switchs sorry)Field_4_Mine_6 goes in The Field 4 Mine 6 Zone then I make sure That every level +s 1 to Field_4_Mine_6. and so I copy and paste that mine zone to make a new mine beside it:
Field 4 Mine 7 and so I modify that like the other so on...

It gets real boring and annoying making even 10 mines I'm looking into the future you see taking hard stuff and putting it in the game to make it easier for later versions. You now know some tricks to making a good tycoon game! ;)

But it all doesn't mater anymore. Why? I found an easier way around it and an added bonus, I found out how to work collections! :D
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Re: -Aniplamoxium-

Postby haraldx » Sat Sep 19, 2009 6:40 am

Whaaa? and in English? its nice to hear that you are doing very well with the game, but i really don't understand anything you said in the first part. :lol:

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Re: -Aniplamoxium-

Postby manomomma » Sat Sep 19, 2009 7:39 am

:lol: Your right I read it over and it was all "Huh?".
It's just you know how to upgrade a mine right? lets say one variable is named Mine_6, so if you upgrade a the mine related to "Mine_6" variable then the systim adds 1 to that variable "Mine_6" in a variable operation.
So if that mine is on lets say level 4 then variable "Mine_6" will = 4
I'll have a variable for every mine!
Field_1_Mine_1
Field_1_Mine_2
Field_1_Mine_3
Field_1_Mine_4
Field_1_Mine_5
Field_1_Mine_6
Field_1_Mine_7
ect...

Now thats 30 variables in total!
And the rest is more complicated.
----------------------------------------------------
I'm done the random weather and mines that get destroyed randomly as well!
I'm now working on mine that become dry and abandon... randomly.
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Re: -Aniplamoxium-

Postby haraldx » Sun Sep 20, 2009 5:32 am

Now that's what i understand. :lol:

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Re: -Aniplamoxium-

Postby manomomma » Sun Sep 20, 2009 8:01 am

After I make version 1 I'm gonna make a new game thats about a school boy. Yes like 2-3 people are making a game like that. Like the game Destroy the School, Life as a Kid and Kill your Teacher. Lets just say, it's going to be different.
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Re: -Aniplamoxium-

Postby MIV » Sun Sep 20, 2009 8:15 am

Your schoolkid game aside, is there a way to 'repair' the damaged mines, or will you have to build from scratch? Also, is there an option to sell your mines off?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby manomomma » Sun Sep 20, 2009 8:47 am

No you cannot repair the mine you have to clear mine ruins and then build again. Pictures:
fgdfgdfgd.png
fgdfgdfgd.png (10.75 KiB) Viewed 1847 times

Don't worry this is the before the brownish look I added lastly.
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Re: -Aniplamoxium-

Postby moonkill » Sun Sep 20, 2009 9:58 am

wow its looks awesome,, hope you finish the game soon :)

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Re: -Aniplamoxium-

Postby C0c1 » Sun Sep 20, 2009 12:13 pm

I really like this game. Although I have a habit not to fallow updates. Once the next update comes out i'll play this again
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Re: -Aniplamoxium-

Postby manomomma » Sun Sep 20, 2009 1:26 pm

Great! I just finished the Abandon stuff and now all thats left is some small fixes that I missed and testing.
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Re: -Aniplamoxium-

Postby C0c1 » Sun Sep 20, 2009 1:45 pm

And then the next demo! :D
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Re: -Aniplamoxium-

Postby manomomma » Sun Sep 20, 2009 1:49 pm

Huh, no version 1.
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Re: -Aniplamoxium-

Postby Lucifiend » Sun Sep 20, 2009 4:41 pm

I'm digging the damaged mine. Very nice addition to your game.

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Re: -Aniplamoxium-

Postby manomomma » Sun Sep 20, 2009 4:55 pm

thanks :)
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Re: -Aniplamoxium-

Postby Fireleaf » Sun Sep 20, 2009 5:50 pm

Is there action now?
Hey, I compose custom music for games (for free). PM me about it.

Tales of Northeta:
http://www.engine001.com/forum/viewtopic.php?f=10&t=22467&p=349875#p349875

Sunbreak City:
http://www.engine001.com/forum/viewtopic.php?f=10&t=21483

Shmallow World (tentative progress)
Shmalloween (2010)
Attack-or-Treat
Gongo Warrior

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Re: -Aniplamoxium-

Postby manomomma » Sun Sep 20, 2009 7:56 pm

Sorry but there is no "Action" yet. this is what to expect in future versions:

(NEXT) Version 2:
- Mines change when Upgraded
- Glowing Parts
- Random Events
- Sandbox Mode

Version 2 Deluxe:
- Animations Added on Buildings
- Look Inside a Mine

Version 3:
- Hire Workers (Bunker)
- Power Plant
- Pub

the rest is hidden, (Some things may change though time).
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Re: -Aniplamoxium-

Postby Stephen Chapman » Sun Sep 20, 2009 9:34 pm

I must try this game, I haven't had a chance to yet. Sounds like a lot of effort is going in to create this. Good work.

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Re: -Aniplamoxium-

Postby moonkill » Mon Sep 21, 2009 1:49 am

the new features sound's awesome,, but how about the deluxe version? why is it called the deluxe version?

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Re: -Aniplamoxium-

Postby MIV » Mon Sep 21, 2009 6:24 am

Uh, what's with the pub?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: -Aniplamoxium-

Postby manomomma » Mon Sep 21, 2009 8:52 am

Cause the first Version (Demo/V1) is, well, the current game now and some may know what it looks like but version 2 is going to have a hole new building look on each level + other things I have to rap my head around.
Pretty much I'm saying is if its completely new visual looks and game play then I'll make it a hole new version. If it's one of these or both but not a lot change, then it'll be ether V? Plus, Deluxe, Advanced or Exclusive depending on the change.

The demos titles that I made in the past was a hole confusion, I looked at other peoples work and saw V2.1, V1 Demo, Demo1, Version 1 ect.. And I got thinking witch one to use.
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Re: -Aniplamoxium-

Postby moonkill » Fri Sep 25, 2009 1:58 am

ahh lol now i understand ;) i rlly hope ani is out soon :)

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Re: -Aniplamoxium-

Postby MIV » Fri Sep 25, 2009 6:57 am

And so there will be different updates per version?
But I'm just asking, what does the pub do for the game?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: -Aniplamoxium-

Postby manomomma » Fri Sep 25, 2009 8:06 am

That great part of the game i'll going to make, the pub is there is the workers that you hire from the bunkers don't get unhappy and slows there work down like uuu.... 30% ar somethin.

And the version I am working on is not cooperating so It'll be longer then thought. :(
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Re: -Aniplamoxium-

Postby MIV » Fri Sep 25, 2009 10:54 am

So at the cost of worker efficiency, they won't revolt?
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Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
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Re: -Aniplamoxium-

Postby manomomma » Fri Sep 25, 2009 12:07 pm

well the working don't rebel they only work very inafitintly so the pub makes them look forward in there day
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Re: -Aniplamoxium-

Postby MIV » Fri Sep 25, 2009 11:40 pm

Wait, so a pub IMPROVES worker efficiency?
Maybe you could make them be more efficient after leaving the pub, when they drop after a certain period of time, but they may spend, say, a day in there.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
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Re: -Aniplamoxium-

Postby haraldx » Sat Sep 26, 2009 3:57 am

Yes, if i understand right, without the pub they work 30% badder.

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Re: -Aniplamoxium-

Postby manomomma » Sat Sep 26, 2009 12:16 pm

30% was an example It will be like first level it's like 10% more efishent working next level 20%

I was just thinking of making a hospital too...
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Re: -Aniplamoxium-

Postby MIV » Sun Sep 27, 2009 5:10 am

And that's for, say, if any workers are injured in an event, they can restore efficiency over time?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
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Re: -Aniplamoxium-

Postby haraldx » Tue Sep 29, 2009 8:29 am

umm? basicaly im just bumping this up, but i really want to hear the answer of MIV's question.

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Re: -Aniplamoxium-

Postby manomomma » Tue Sep 29, 2009 7:33 pm

I don't really know what I'm gonna do with the hospital :?
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Re: -Aniplamoxium-

Postby Zhuge » Tue Sep 29, 2009 8:03 pm

I got an idea.
Add a meter called like "Worker's safety" and it decreases overtime with other factors (How deep you're going down, a new variable called "supervisors" that you can hire and such) and every now and again, one will get hurt on the job if you lack a certain amount of these things - causing you to lose money for workers comp and not allowing you to go down as deep until you obtain a certain number of "safety nets".
Uh... that's all I have now.

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Re: -Aniplamoxium-

Postby MIV » Wed Sep 30, 2009 6:49 am

Great idea, and maybe improving factory conditions increases worker safety and such.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby haraldx » Thu Oct 01, 2009 8:56 am

Man, i cant wait, this game is really good.

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Re: -Aniplamoxium-

Postby MIV » Thu Oct 01, 2009 10:49 am

So is the progress. Absolutely staggering. In a good way, of course.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: -Aniplamoxium-

Postby Zhuge » Thu Oct 01, 2009 10:53 am

Workers wages / satisfaction. Keep your workers happy or they go on strike.

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Re: -Aniplamoxium-

Postby MIV » Thu Oct 01, 2009 11:00 am

I think that was mentioned before, but probably also:
Overtime - Increases worker's productivity at the cost of job satisfaction.
Salary Change - You can set the salary to increase or decrease by 10%, but this affects workers' moods.
Substitutes - When workers go on strike, you can hire replacement workers. Expensive and temporary, but gets the job done.
Headhunters (if rival system is implemented) - Hire a gregarious individual to persuade rival workers to assist in your mining operations. Success depends on pay and rival workers' satisfaction.
Saboteurs (if rival system is implemented) - Hire a masterful sabotage expert to disrupt rival mining operations. Able to sabotage storages (to store less/eject excess ani), mines (reduced productivity or takes longer time) and transport ships (reduces rate of selling ani) Success depends on target building level and saboteurs' pay.

Just a few additional features, but maybe you can include those in the Premium or upcoming versions if you wish.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
AVAILABLE: http://www.engine001.com/games/Apocalypse+I+-+Act+I_601.htm
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Re: -Aniplamoxium-

Postby haraldx » Thu Oct 01, 2009 12:16 pm

oh well, just a random idea:
Martian attack - martians randomly attack your mines, you if you don't have soldiers that you can recruit, they will take some aniplamoxium. or they are friendly and wants to make a contract.

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Re: -Aniplamoxium-

Postby manomomma » Thu Oct 01, 2009 12:23 pm

Sorry that the game is taking long to make I've been busy will school and playin an online browser game :? and my moral is make the aniplamoxium game work and the browser game fun in stead... :(
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Re: -Aniplamoxium-

Postby haraldx » Fri Oct 02, 2009 10:14 am

You wanna say I'm not busy with school? that's why i haven't completed a single game ;)

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Re: -Aniplamoxium-

Postby MIV » Sun Oct 04, 2009 6:18 am

He wasn't planning to implement soldiers so far.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
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Re: -Aniplamoxium-

Postby haraldx » Mon Oct 05, 2009 8:18 am

Yes, i mean they actually don't have a battle with blood, explosions and Kabooms and stuff, they just go near the UFO and then the aliens say:'' uh-oh'' and fly away.

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Re: -Aniplamoxium-

Postby MIV » Mon Oct 05, 2009 8:41 am

haraldx wrote:You wanna say I'm not busy with school? that's why i haven't completed a single game ;)

You haven't seen busy yet. :|

haraldx wrote:Yes, i mean they actually don't have a battle with blood, explosions and Kabooms and stuff, they just go near the UFO and then the aliens say:'' uh-oh'' and fly away.

Soldiers still won't exactly be feasible, and he didn't plan to implement aliens, just mining and stuff.
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Re: -Aniplamoxium-

Postby haraldx » Tue Oct 06, 2009 8:33 am

haraldx wrote:oh well, just a random idea:
Martian attack - martians randomly attack your mines, you if you don't have soldiers that you can recruit, they will take some aniplamoxium. or they are friendly and wants to make a contract.


I posted this idea if you didn't see ;)
MIV wrote:
haraldx wrote:You wanna say I'm not busy with school? that's why i haven't completed a single game ;)

You haven't seen busy yet. :|


hmm, how many projects have i started? 3? 4? none of them are complete.

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Re: -Aniplamoxium-

Postby MIV » Tue Oct 06, 2009 9:24 am

haraldx wrote:Martian attack - martians randomly attack your mines, you if you don't have soldiers that you can recruit, they will take some aniplamoxium. or they are friendly and wants to make a contract.

First of all, I think soldiers can be an idea, but not a feasible one. The priority of the game is on mining, and mano said before that this game will involve minimal, if not no fighting scenes. Even if the soldiers were implemented, this would be their only purpose. But if he accedes to your request, so be it.

MIV wrote:
haraldx wrote:You wanna say I'm not busy with school? that's why i haven't completed a single game ;)

You haven't seen busy yet. :|

hmm, how many projects have i started? 3? 4? none of them are complete.[/quote]
If you want to discuss what 'busy' means, go to the School Discussion board. By all means TRY to argue there, but let's get back on topic, thank you.
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Re: -Aniplamoxium-

Postby manomomma » Tue Oct 06, 2009 7:50 pm

Ok the alian thing is a good idea but as an event not a big attack vs defence thing like:
"Sir! A UFO has destroyed one of your mines!"
And sorry I ment moral is low not busy wit school :roll:
But yes I am busy but I get a total of at the lowest of 6 hours brake a day so I probibly should have said I don't want too not I can't. :?
and besides, I got past the thing that was holding me back and now I'm working on the game again

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Re: -Aniplamoxium-

Postby MIV » Wed Oct 07, 2009 4:16 am

Glad to hear it, but try to have a greater emphasis on your actual work, not the game.
Interestingly, does the game utilize any other resources besides Aniplamoxium?
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Re: -Aniplamoxium-

Postby manomomma » Wed Oct 07, 2009 9:50 am

well, I like the idea but the game is called Aniplamoxium so I figure that it should only deal wit aniplamoxium. But I will keep the idea in my idea list so can try to find a way around it. ;)
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Re: -Aniplamoxium-

Postby MIV » Thu Oct 08, 2009 12:06 am

Not that it's wrong to have more than one resource, since it might complicate your scripts a bit.
Have you decided to use a fixed price for Ani, or do you have a script to simulate market price fluctuation?
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Re: -Aniplamoxium-

Postby manomomma » Thu Oct 08, 2009 8:47 am

No not really it just takes time and effort to get it done It's really not that hard when you think about it ;)
But I'm thinking of put that idea posibly to sleep cuz like i said last time, the title is aniplamoxium not aniplamoxium AND onomacroin ur somethin :?
That other idea is difently a keeper though ;)

I'm also coming over a problem guys, I don't know wether to keep that ship that when you sell it blasts off the transport dock (That airport thing)?
I made new graphics on the buildings and the ship is the only thing that looks off cuz its grayish brown and every building is dark copper and I would not oly have to make the ship the same shade but also another thing is a glich that is almost hard to fix.
so I ask, do you want me to remove it for this version?
If I do then no more waiting to sell the ani ;)
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Re: -Aniplamoxium-

Postby moonkill » Thu Oct 08, 2009 3:29 pm

i dont know,, i think that transport ship is cool but indeed i hated the waiting and stuff.. but a ship make it more realistic but maybe there are more other solutions to make it look cool while selling your ani? like a pipeline or something? or even teleporting?

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Re: -Aniplamoxium-

Postby manomomma » Thu Oct 08, 2009 7:16 pm

mmm... you got somthin there you know... ;)
THinking out side the box now... maybe... in stead on a large ship a large grave lift! that when you sell you see aniplamoxium rise up out of a building and float up into the above!
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Re: -Aniplamoxium-

Postby C0c1 » Thu Oct 08, 2009 8:19 pm

i'd actually be better if it started out as the ship and then it was upgraded to these things. To make the upgraded more worth while you could have only a certain number of ani. sold at a time with the lesser upgrades.
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Re: -Aniplamoxium-

Postby todydejaca » Thu Oct 08, 2009 8:26 pm

I liked it, but it's too boring. Too slow ( an perfect example is the ship that sells aniplamoxium, it's take very long to go and get back.), and there is NO ACTION (0%). Good game, but awfull gameplay.

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Re: -Aniplamoxium-

Postby manomomma » Thu Oct 08, 2009 9:53 pm

Not like I haven't heard that one before Jimbo...
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Re: -Aniplamoxium-

Postby MIV » Fri Oct 09, 2009 4:19 am

One of the reasons why I suggested market price fluctuations. At times, you've got loads of cash for a small stock, at other times nobody wants it, but you're full up on that stuff. All boils down to luck, and that makes the gameplay more appealing.
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Re: -Aniplamoxium-

Postby manomomma » Fri Oct 09, 2009 11:27 am

I didn't think of it exactly that way but I always loved the idea ;) and thats why i'll putting it in a future version
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Re: -Aniplamoxium-

Postby Jegar » Sat Oct 10, 2009 5:34 am

Could you maybe use input branches for selling ani?
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Re: -Aniplamoxium-

Postby MIV » Sat Oct 10, 2009 8:16 am

True. We don't always have 50 to sell when we're low on cash.
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Re: -Aniplamoxium-

Postby manomomma » Sat Oct 10, 2009 8:32 am

mmm... I badly want to finish version 1 so how about I do jegar's idea of input when selling on a like version 1 Deluxe ur somthin. I loved the Idea it will simplify all events in the dock! But it's not all easy you know, I deal wit the research too.
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Re: -Aniplamoxium-

Postby MIV » Sat Oct 10, 2009 2:11 pm

I'm sure it can't be too hard to change that script.
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Re: -Aniplamoxium-

Postby manomomma » Sat Oct 10, 2009 9:41 pm

It's not hard, its the research witch messes wit it that makes it, well "long" not hard or maybe "time consuming" :?
Don't think of me as lasy, I just am so close to finishing v1 I'm trying not to rush but trying to get things done at a fast pase :lol: But not carlessly leaving things so also a steady pase.
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Re: -Aniplamoxium-

Postby MIV » Sat Oct 10, 2009 10:53 pm

Actually I was referring to the script where you can sell any amount you want.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby haraldx » Sun Oct 11, 2009 3:36 am

if i am right, you can do it with variables, you write in the amount of ani you want to sell, save it as Ani_amount_sell. then, the Variable Ani_price is changed by researches or random events that happens around in the world. then you have to make a varaible operation i think and stuff like that. the script might be really complex. never tried the variable operation or somethin.

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Re: -Aniplamoxium-

Postby MIV » Sun Oct 11, 2009 3:48 am

The 'choosing how much you want to sell' script is relatively effortless. The price fluctuation one either uses up a lot of random stuff, or if you plan to base it on other events, e.g. how much your rival sells, your mine productivity etc., it can get a bit tricky.
We just need the 'choosing how much you want to sell'. That can suffice for now.
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Re: -Aniplamoxium-

Postby manomomma » Sun Oct 11, 2009 12:05 pm

I Thought it all through last night and figured if the testing of the game still seams a little dull then I'll add that idea. :)
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Re: -Aniplamoxium-

Postby todydejaca » Sun Oct 11, 2009 10:03 pm

Jegar wrote:Could you maybe use input branches for selling ani?


Yeah, like shortcuts... Ex.: You press S and a Ani. Sell dialog appears on the screen (ah, if you can improve the dialog with... how many ani you will sell)

Just amazing, +5 point to gameplay :lol:

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Re: -Aniplamoxium-

Postby MIV » Mon Oct 12, 2009 3:06 am

Possible, yes. And still check if your delivery ship is docked in first.
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Re: -Aniplamoxium-

Postby haraldx » Mon Oct 12, 2009 9:03 am

I'm so excited, i can't wait for the release!

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Re: -Aniplamoxium-

Postby MIV » Mon Oct 12, 2009 9:28 am

I've lost count of how many times you said that. But I know the next version is packed with interesting features.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby manomomma » Mon Oct 12, 2009 10:29 am

todydejaca wrote:
Jegar wrote:Could you maybe use input branches for selling ani?


Yeah, like shortcuts... Ex.: You press S and a Ani. Sell dialog appears on the screen (ah, if you can improve the dialog with... how many ani you will sell)

Just amazing, +5 point to gameplay :lol:


I'll add that to the ideas list! I don't know what you mean though by (ah, if you can improve the dialog with... how many ani you will sell)
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Re: -Aniplamoxium-

Postby moonkill » Mon Oct 12, 2009 3:00 pm

i think anybody who like tycoon games is exited about this game,, but i didn't have seen so much from this current version where you are working on,,, maybe a screen,, might cheer some people up :)
keep up the good work.

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Re: -Aniplamoxium-

Postby manomomma » Tue Oct 13, 2009 2:55 pm

Da! Dang it! The Difficulty levels aren't workin! :x :evil: They unlike the other version supost to change the chance of getting bad weather and more chance of getting a destroyed mine as well then just getting an amount of money at start. (sigh) well thats one thing to X of my list of NEW features... :?
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Re: -Aniplamoxium-

Postby serrafina » Tue Oct 13, 2009 6:13 pm

Graphic: Excellante~! There's good shadows and originality; I don't seen any clashes yet.

Story: If it's about transporting, I can see why you aren't too detailed with the story, since there is no story, but how about adding a little flair or spice to make people play the game over and over. For example, Tetris, when you are playing tetris and line the block together, they'll disappear, but each level makes the block drop faster. Sometimes, they even add a cooler background to indicate a different speed or level. In Zuma, the frog game, you have to eliminate all the color balls with the color ball you have in your tongue. By hitting the same colors, they disappear. However, each level is faster, and sometimes you even get a new color to the twist. So think of something to flair it up. :]

HUD: There's something missing with the left or all of the bottom huds. It's just there and doesn't catch your eye like most. Why don't you add a metal background and maybe decorate it. I like how the bright green pops out of black, so keep that, just make a metal box around it.

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Re: -Aniplamoxium-

Postby moonkill » Wed Oct 14, 2009 1:46 am

now i'm reading the difficulty thing i got an idea, maybe ad a sort of fun mode so that you still have to make money but don't have to pay daily cost and stuff, and the weather will stay good.

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Re: -Aniplamoxium-

Postby manomomma » Wed Oct 14, 2009 8:17 am

serrafina wrote:Graphic: Excellante~! There's good shadows and originality; I don't seen any clashes yet.

Story: If it's about transporting, I can see why you aren't too detailed with the story, since there is no story, but how about adding a little flair or spice to make people play the game over and over. For example, Tetris, when you are playing tetris and line the block together, they'll disappear, but each level makes the block drop faster. Sometimes, they even add a cooler background to indicate a different speed or level. In Zuma, the frog game, you have to eliminate all the color balls with the color ball you have in your tongue. By hitting the same colors, they disappear. However, each level is faster, and sometimes you even get a new color to the twist. So think of something to flair it up. :]

HUD: There's something missing with the left or all of the bottom huds. It's just there and doesn't catch your eye like most. Why don't you add a metal background and maybe decorate it. I like how the bright green pops out of black, so keep that, just make a metal box around it.


Ok, when you say "don't seen any clashing yet" are you saying the graphics don't clash, right? :roll:
Yes, no story I was planning it but it just didn't need it and the "flash" in this version is hopefuly the weather and destroyable mines.
yes you are right, the HUD does need pimping and I planned on doing so in a later version.
----------------------------------------------------------------------------------------
well actually, the weather and difficulty thing was not the problem in the first place it the hole timer. the prodution of ani every day, the cost per day...ect it's the hole timer it works fine for the quick testing but the test from the very start doesn't. It is really bugging me cause this have to work for the realise! :?
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Re: -Aniplamoxium-

Postby serrafina » Wed Oct 14, 2009 4:42 pm

Grpahics: Yes, the graphics are not crashing.
Story: Kay.
Hud: Kay.

Good luck~! :]

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Re: -Aniplamoxium-

Postby MIV » Thu Oct 15, 2009 6:44 am

moonkill wrote:now i'm reading the difficulty thing i got an idea, maybe ad a sort of fun mode so that you still have to make money but don't have to pay daily cost and stuff, and the weather will stay good.

That reminds me, most tycoons have a sandbox mode for the players who are a bit more of a wuss. Usually, the costs and all that are lower, and you get a lot of money to begin with, however they don't allow all the features to be displayed as compared to the actual version.
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Re: -Aniplamoxium-

Postby manomomma » Thu Oct 15, 2009 8:28 am

But I already got sandbox mode o the list it's a good idea. 8)
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Re: -Aniplamoxium-

Postby moonkill » Thu Oct 15, 2009 9:06 am

awesome (H) hoping the level difficulty's will work soon :D so i can play-easy-medium-hard :) i have a cool idea any way,, some thing like your boss saying you need to have like this % of production on the of the month or make like % profit that would just be cool (H)

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Re: -Aniplamoxium-

Postby serrafina » Thu Oct 15, 2009 9:11 am

If you were making a series of this game, would you be making different ships or customization mode in the future?

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Re: -Aniplamoxium-

Postby manomomma » Thu Oct 15, 2009 2:22 pm

Wow! moonkill, that kinda revolutionizes the game aniplamoxium! :| I love it! :D Let me think about putting that on the idea list though.

Thinking… Thinking… Thinking… Finished!

Yes.. Yes! You’re the manager of a company and the founder sends you a starting cash to spend on mines and stuff and you need to sell 5000 ani by the end of the month like you said or make a total of $1 mill! YES! And that’s manager mode if you like the old way better…
So it will be like:

Manager mode:
Dead lines
Objectives
Promoting Others
Challenges
Advertisement
Limits
Ect…

Normal mode:
Stocks
Research
Bargaining
No limits
Ect…

Normal mode could be like free mode and manager mode is challenge mode!
It is on the list!…

Serrafina, now sorry for not understanding again but what do you mean by different ships and customization mode? :? What I think don’t blame me if I’m mistaken :roll: but when you say customization mode do you mean construct what the buildings will look like yourself? uhh, like a robot, you choosing different bodies for your robot or if it has legs or wheels or somthin like that, right?
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Re: -Aniplamoxium-

Postby serrafina » Thu Oct 15, 2009 6:52 pm

Sort of, but yes, I was wondering if you can have the ability to make your own space ship, or if you can buy them.

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Re: -Aniplamoxium-

Postby manomomma » Thu Oct 15, 2009 8:13 pm

Space ship? But I'm thinking of taking it out. :?
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Re: -Aniplamoxium-

Postby serrafina » Thu Oct 15, 2009 8:23 pm

How are you going to go to different planets and then collect the mines then?

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Re: -Aniplamoxium-

Postby moonkill » Fri Oct 16, 2009 1:31 am

manomomma wrote:Space ship? But I'm thinking of taking it out. :?
maybe you just let them in,, and you can sell ani always even is the ship is not at the cargoport,, cus that ship still gives a cool feeling ;) and maybe add some space traffic later?

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Re: -Aniplamoxium-

Postby MIV » Fri Oct 16, 2009 5:10 am

Wait? Stocks? What exactly do they do, and do you mean something like the stock market or just stocks as in commodities?
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Re: -Aniplamoxium-

Postby manomomma » Fri Oct 16, 2009 1:22 pm

Yes, stock markets! ;)
Oooooh! to get to dif planets! I see! I'm starting to think of not taking it out, cause fire leaf and you guys were right it does seem really lifeless and I agree, so I'm going to do the extra work and time to make the ship fit in and then stop the bug and be done wit it! :)

...like I always say, not makin any promises! ;)
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Re: -Aniplamoxium-

Postby serrafina » Fri Oct 16, 2009 3:32 pm

That's fine, plus we were very curious. :]

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Re: -Aniplamoxium-

Postby MIV » Sat Oct 17, 2009 3:51 am

Perhaps if you want the 'other planets' as an idea, you might want to conduct preliminary research on that planet, e.g. research on environment to suit the vehicles (costs money), how much Aniplamoxium is found within the core etc.
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Re: -Aniplamoxium-

Postby manomomma » Sat Oct 17, 2009 8:34 am

I was just going to make the version wit planets you unlock more planets by finishing 5 mining grounds or something :?
Oh and on that version I'm going to make planets wit cities to barter wit and planets wit aniplamoxium ;)
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Re: -Aniplamoxium-

Postby C0c1 » Sat Oct 17, 2009 8:36 am

dude this game just keeps growing. Thats a good thing but just remeber take on 1 thing at a time ;)
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Re: -Aniplamoxium-

Postby manomomma » Sat Oct 17, 2009 1:37 pm

Man! I planned this game out and wit the deluxe and advance versions I'll be done wit all the ideas by version 5 at the least!
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Re: -Aniplamoxium-

Postby moonkill » Sun Oct 18, 2009 2:50 am

manomomma wrote:Man! I planned this game out and wit the deluxe and advance versions I'll be done wit all the ideas by version 5 at the least!
lawl,, i think there will be more idea's coming soon :P but how long will it take to release version 1?
cuz it stays on 99% xD

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Re: -Aniplamoxium-

Postby manomomma » Sun Oct 18, 2009 8:32 am

Just fixing some stuff before I test v1. I'm going to test my game for an hour or more.
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Re: -Aniplamoxium-

Postby haraldx » Sun Oct 18, 2009 9:27 am

Guess what will i say? I can't wait!!! (I think I'm getting retarded)

Anyway, can you give us a full list of things that will be implented in v1 ?

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Re: -Aniplamoxium-

Postby MIV » Sun Oct 18, 2009 11:38 am

haraldx wrote:Guess what will i say? I can't wait!!! (I think I'm getting retarded)

Keep saying that. Maybe we'll know. Nah, you're still sane, dude.

haraldx wrote:Anyway, can you give us a full list of things that will be implented in v1 ?

As far as I'm concerned, graphical updates and (presumably) a little plot.
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Re: -Aniplamoxium-

Postby moonkill » Sun Oct 18, 2009 1:30 pm

i really can't wait to :D its because this game have such a good playing quality :) hope V1 is tested soon, ( maybe i can help test your game :P?)
keep up the good work,,

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Re: -Aniplamoxium-

Postby manomomma » Sun Oct 18, 2009 1:38 pm

Aniplamoxium Version 1 New features

1. New Cursor
2. Achievements
3. Extended Loan & Max Loan
4. Able to change game Speed
5. Building Graphic Change
6. Day Timer Change
7. Start Up Menu
8. Mine Hazards
9. Pause game
10.Cursor Speed Up
11. Ploxima Storms
12. Press T to teleport
13. Start up menu
14. Difficulty levels will cause hazard increases
---------------------------------
Old HUD.jpg
This is the old HUD...

Mine Timer.jpg
Now this is what you'll find in one of the mine timers which is one of thoughs 30 timer on the middle left.
Mine Timer.jpg (15.44 KiB) Viewed 1992 times

Modified HUD.jpg
Now this is the new HUD I've cleaned up. Notice the 30 middle left and top left (Research timers) timers are gone now.

Now I'll take you in one of thoughs top 3 timer beside the day bar...
Now this is what I was working so hard on...
Day timer.jpg
This is the the new timer at the top beside the day bar. The light blue rec. (day bar) was the only events I had in that timer!


Ok! You can test it! :D I just don't know how to give the game to you though :?
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Re: -Aniplamoxium-

Postby moonkill » Sun Oct 18, 2009 1:51 pm

awesome those features,, just where I was waiting for :D really manomomma you'r my hero

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Re: -Aniplamoxium-

Postby manomomma » Sun Oct 18, 2009 2:37 pm

woooh! Shucks!!! :roll:
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Re: -Aniplamoxium-

Postby Stephen Chapman » Sun Oct 18, 2009 5:26 pm

HOLY MOLY!
That's a lot of scripting and dedication. Keep up the good work :D

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Re: -Aniplamoxium-

Postby serrafina » Sun Oct 18, 2009 7:46 pm

Congrats man! You pulled it off! Hope this game rocks!

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Re: -Aniplamoxium-

Postby manomomma » Sun Oct 18, 2009 9:45 pm

Ok enjoy this screen:
Screen 1.png
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Re: -Aniplamoxium-

Postby Jegar » Sun Oct 18, 2009 10:17 pm

"Clap" :)
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Re: -Aniplamoxium-

Postby MIV » Sun Oct 18, 2009 11:14 pm

C'est magnifique. Excellent remake.
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Re: -Aniplamoxium-

Postby moonkill » Mon Oct 19, 2009 1:40 am

damn that look's really good,

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Re: -Aniplamoxium-

Postby manomomma » Mon Oct 19, 2009 5:31 pm

New screens on the first page!!!
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Re: -Aniplamoxium-

Postby serrafina » Mon Oct 19, 2009 7:30 pm

Sweetness! It looks awesome! Can't wait til my laptop is fixed. 8)

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Re: -Aniplamoxium-

Postby Lucifiend » Mon Oct 19, 2009 9:57 pm

Mano, I'm pretty sure that has to be some sort of record for timers on one interface. NASA doesn't even have that many clocks running.
Last edited by Lucifiend on Tue Oct 20, 2009 4:04 pm, edited 2 times in total.

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Re: -Aniplamoxium-

Postby manomomma » Mon Oct 19, 2009 10:03 pm

Look again and you'll see that I stuffed all 30 timers into the dark blue rec.
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Re: -Aniplamoxium-

Postby MIV » Tue Oct 20, 2009 8:07 am

Goodness, mano. I'm astonished as to how the game has yet to lag...
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby haraldx » Tue Oct 20, 2009 8:17 am

I see that you have improved the graphics even more. I hope it gets the same good as the graphics. :)

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Re: -Aniplamoxium-

Postby serrafina » Tue Oct 20, 2009 6:57 pm

I agree, it is suprising how you kept it from lagging and you even have everything organized. Have you done this before?

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Re: -Aniplamoxium-

Postby manomomma » Tue Oct 20, 2009 9:09 pm

Well I made 1 or 2 attempts in the past but failed. Nothing as big as this though
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Re: -Aniplamoxium-

Postby moonkill » Wed Oct 21, 2009 1:59 am

i like no lag :D but damn screens on the first page look hot to :oops:

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Re: -Aniplamoxium-

Postby manomomma » Wed Oct 21, 2009 6:55 am

well it didn't lag on demo 1.9 and I'm sure it won't lag now. mostly cuz of timer reduse ;)
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Re: -Aniplamoxium-

Postby moonkill » Wed Oct 21, 2009 8:38 am

i thought there where more timers in v1 but there's not :) YAY to reduction

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Re: -Aniplamoxium-

Postby serrafina » Wed Oct 21, 2009 3:26 pm

What kind of loading screen did ya make?

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Re: -Aniplamoxium-

Postby manomomma » Wed Oct 21, 2009 7:44 pm

If you look on the first page at the big ANIPLAMOXIUM black background and blue letters then that is the loading screen.
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Re: -Aniplamoxium-

Postby moonkill » Fri Oct 23, 2009 10:26 am

the loadingscreen is ok but i think you can style it more with a mine flavor or something

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Re: -Aniplamoxium-

Postby manomomma » Fri Oct 23, 2009 6:26 pm

I could make it a slide show of screens but for now no.
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Re: -Aniplamoxium-

Postby Jegar » Fri Oct 23, 2009 11:27 pm

i am excited to see more of this.
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Re: -Aniplamoxium-

Postby haraldx » Wed Oct 28, 2009 4:09 am

huh? i saw that in the games page it says you have done v1. no download tho. whats actually going on?

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Re: -Aniplamoxium-

Postby manomomma » Thu Oct 29, 2009 6:07 am

it says coming very soon at the bottom of the game discription. Sorry for not speaking for like a week. :?
Also I came a cross a really bad overflow error that makes the game crash cannot take the script out (will wreck the game) so im forced to make a bug report :(
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Re: -Aniplamoxium-

Postby haraldx » Fri Oct 30, 2009 10:25 am

Aw man, prolly another week or two to wait. :( :( :( :(

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Re: -Aniplamoxium-

Postby manomomma » Fri Oct 30, 2009 3:26 pm

lets get our minds on something else like a new title I made 4 experiment titles:

Aniplamoxium 1.png

Aniplamoxium 2.png

Aniplamoxium 3.png

Aniplamoxium 4.png


So pick and tell your fav. 1, 2, 3, 4?
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Re: -Aniplamoxium-

Postby Stephen Chapman » Fri Oct 30, 2009 5:12 pm

I like the first one. May I ask why blue?

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Re: -Aniplamoxium-

Postby manomomma » Fri Oct 30, 2009 5:29 pm

I made it blue cuz I figured that should be aniplamoxium color :roll: ...

... and it looks cool :)
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Re: -Aniplamoxium-

Postby Stephen Chapman » Fri Oct 30, 2009 7:57 pm

Then that's okay then. I just figured the way you use green a lot, that you would use green instead.

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Re: -Aniplamoxium-

Postby manomomma » Fri Oct 30, 2009 11:29 pm

mm... ok! :D
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Re: -Aniplamoxium-

Postby metomunc » Sat Oct 31, 2009 12:06 am

About the titles I like the first one, but you might strengthen the design by adding some white to the font. It looks like the letters are blending in a little too much.
Who should I really listen to?

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Re: -Aniplamoxium-

Postby MIV » Sat Oct 31, 2009 12:32 am

First one. Try adding a radial/linear gradient to the fonts using either a lighter shade of blue or white; that should make the design more interesting.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby haraldx » Sat Oct 31, 2009 4:43 am

You can guess but there is no way you will guess my answer wrong - first one is the best.

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Re: -Aniplamoxium-

Postby manomomma » Sat Oct 31, 2009 9:10 am

I agree wit you all the first one is my 1st choice I do agree wit metomunc MIV about brightening the Aniplamoxium part and shading the back layers... My second choice would be the 3 ;)

I made a few more: :roll:
Aniplamoxium 8.png

Aniplamoxium 7.png

Aniplamoxium 6.png

Aniplamoxium 1.png

Aniplamoxium 5.png


1, 2, 3, (4 still), 5

(btw: nice new avatar MIV)
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Re: -Aniplamoxium-

Postby Stephen Chapman » Sat Oct 31, 2009 6:53 pm

Now I like number 5, it is simple, yet effective. Nice art! 8)

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Re: -Aniplamoxium-

Postby sinjin48 » Sat Oct 31, 2009 7:11 pm

#5 With #2`s colors, but if I had to choose As-Is, I`d say #5 :)
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Re: -Aniplamoxium-

Postby Jegar » Sat Oct 31, 2009 7:13 pm

I like number 4 it looks like a kind of company bussiness card.
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Re: -Aniplamoxium-

Postby Scaveleon » Sat Oct 31, 2009 8:31 pm

1 and 3 is too blurry. 2nd is too outstanding and well, "technical". The 4th is too aqua like, doesn't fit. The 5th one is good, and so is the 3rd of you blur the text less. My vote goes for 5 or 3.
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Re: -Aniplamoxium-

Postby manomomma » Sat Oct 31, 2009 9:57 pm

Thank you for all those coments :) I agree 1 missing something 2 love the color some one told me why blue? So that's It and I think green is awsome and 3 is a new thing I came across VERY cool! still missing something but good 4 I say I used too much on that one and 5 I made one then I found out I loved that design so I made 4 copies so what one do you like the most:

Aniplamoxium 11.png

Aniplamoxium 10.png

Aniplamoxium 9.png

Aniplamoxium 5.png


1, 2, 3, 4?

If you like a disgn but not the posission then speek up and I'll change it! ;)
and I think I'll do that idea of taking old number 2s color and putting it on one of these...
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Re: -Aniplamoxium-

Postby Stephen Chapman » Sat Oct 31, 2009 10:07 pm

I still like the original. Number 4 says I!

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Re: -Aniplamoxium-

Postby MIV » Sat Oct 31, 2009 11:17 pm

I'm spoilt for choice. Aesthetically, the thinner the lines, the more it fits in with the picture. I'd go with 4, personally, but it's your decision.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby manomomma » Sun Nov 01, 2009 6:37 am

Ya, I put my best title of 3nd group on the 2nd group. Alright, I'll make magic and try experamienting wit color!

Now lastly:

Aniplamoxium 5.png

Aniplamoxium 12.png


1 or 2
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Re: -Aniplamoxium-

Postby Stephen Chapman » Sun Nov 01, 2009 8:12 am

Well I really really like the green, but I thought you said the blue was the colour of the mineral?
I say 1!!!


Well I really really like the green, but I thought you said the blue was the colour of the mineral?
I say 2!!!
Last edited by Stephen Chapman on Sun Nov 01, 2009 8:12 am, edited 1 time in total.
Reason: Automatically merged double post.

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Re: -Aniplamoxium-

Postby MIV » Sun Nov 01, 2009 9:45 am

Stephen Chapman wrote:Well I really really like the green, but I thought you said the blue was the colour of the mineral?
I say 1!!!


Well I really really like the green, but I thought you said the blue was the colour of the mineral?
I say 2!!!

Thanks for confusing me! :lol:
I say, whatever fits the feel of your game more, go for it. Blue generally depicts either sadness and anguish or serenity; a peaceful image. Green is more vivid in nature, one reflecting a more bouncy mood. Or you could interpret green as a 'cyberpunk' color, although that doesn't seem appropriate.
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Re: -Aniplamoxium-

Postby Scaveleon » Sun Nov 01, 2009 2:07 pm

MIV wrote:Blue generally depicts either sadness and anguish or serenity; a peaceful image.

That's cyan. Which changes the whole case, dun dun dun duun!

Stephen Chapman wrote:I say 1!!!
...

...I say 2!!!

This has to be my first case where a hypocrite isn't looking bad at all, ever. Combo breaking aside, it was kinda funny. :lol:
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Re: -Aniplamoxium-

Postby Stephen Chapman » Sun Nov 01, 2009 4:41 pm

Stephen Chapman wrote:Well I really really like the green, but I thought you said the blue was the colour of the mineral?
I say 1!!!


Well I really really like the green, but I thought you said the blue was the colour of the mineral?
I say 2!!!

Swear I didn't do that...

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Re: -Aniplamoxium-

Postby Scaveleon » Sun Nov 01, 2009 4:44 pm

That leaves more questions than answers.

Oh, I'm taking the cyan one. Fits the game theme mostly, in my opinion, since the colour of the majority of your banners that got nominated.
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Re: -Aniplamoxium-

Postby C0c1 » Sun Nov 01, 2009 7:04 pm

Thou shall pick number 2! Thou shall NOT pick number 1 for the correct one is number 2. Number 3 is not even considerd as there is no number 3. Thou shall go with 2 and 2 is what thou shall go with . (monty python and the holy grail) [youtube]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/DAd6gerQoAc&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/DAd6gerQoAc&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]

seriously though #2 :D
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Re: -Aniplamoxium-

Postby MIV » Sun Nov 01, 2009 11:16 pm

Scaveleon wrote:
MIV wrote:Blue generally depicts either sadness and anguish or serenity; a peaceful image.

That's cyan. Which changes the whole case, dun dun dun duun!

About the same on the color wheel, mate. Cyan = Blue + White. Methinks.
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Re: -Aniplamoxium-

Postby Scaveleon » Mon Nov 02, 2009 10:08 am

MIV wrote:
Scaveleon wrote:
MIV wrote:Blue generally depicts either sadness and anguish or serenity; a peaceful image.

That's cyan. Which changes the whole case, dun dun dun duun!

About the same on the color wheel, mate. Cyan = Blue + White. Methinks.

You know, it's really odd. I agree with you, cyan is just a lighter form for blue. Yet if you blend green into blue, it turns cyan. Lots of people consider cyan the a whole different colour on its own and independant and stuff. Like it's totally different as blue and yellow.

C0c1 wrote:Thou shall pick number 2! Thou shall NOT pick number 1 for the correct one is number 2. Number 3 is not even considerd as there is no number 3. Thou shall go with 2 and 2 is what thou shall go with .

seriously though #2 :D
Love the way it's said. But while I disagree, thou shalt not attempt to change, and oppose the original colour. In me opinion, cyan shalt have been the colour. Colour shalt remain default, as default thy were before. Default I shalt vote, default equals cyan. For cyan, which equals default, whom in return equals cyan, is under suspicion of being the colour of aniplamoxium itself.
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Re: -Aniplamoxium-

Postby manomomma » Mon Nov 02, 2009 12:43 pm

LOL!!!! I just can't stop laughing from these answers! :lol: So we got a 1 AND 2, and an explanation on 1 and 2, a “THOU shall pick 2! Thou shall NOT pick 1 for the correct number is 2. Number 3 is not even considered as there is no number 3. Thou shall go with 2 and 2 is what thou shall go with.” :lol: so I‘m guess your going with 1 awesome! jk… Ok I don't care about cyan!!! I've being staring at both of my titles for like an hour :shock: trying to guess what color is CYAN! a bluish-green color!? I meen there is a green one and a blue one!? :| I don't if I should laugh or run around the block naked!!!! jk
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Re: -Aniplamoxium-

Postby Scaveleon » Mon Nov 02, 2009 2:39 pm

manomomma wrote:I meen there is a green one and a blue one!?
Wrong, there's a cyan one and a green one. :P Cyan is like blue plus green, but it looks like skyblue, light blue. The blue/cyan one should henceforth be known as blue(even though it's false), for simplicity's sake, and acceptance of subjectivity.

And thou shalt not try to change me vote, of a fellow crew member. Thou shalt not rally others either, for either way rally them equals thy doom and them less doom than thou, although still doom. Thou shalt make a third logo to counter C0c1's assumption about a third logo, and counter thou shalt.

Manommoma, it's up to you this time. Sorry about the failed voting contest.
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Re: -Aniplamoxium-

Postby C0c1 » Mon Nov 02, 2009 7:45 pm

:lol: yeah thats my fault. Dang British humor distracting us from important color voting.
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Re: -Aniplamoxium-

Postby manomomma » Mon Nov 02, 2009 9:21 pm

Thou art correct! Light blue is knowth as cyan! THUS cyan shant beth green alone, because green is incorrect, greenish-blue is cyan thy causes cyan to lookth like light blue so thy knowth now that green and blue togther maketh light blue henceforth thy right color for cyan is light blue! THUS light blue shall beth cyan!!! Henceforth let it beth known across all thy nations, cyan shall beth thy color of thy writing on thy first title! So Shall it beth writen, so shall it beth done!

All done!...

Wow thy bord to death or something? :roll:
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Re: -Aniplamoxium-

Postby MIV » Mon Nov 02, 2009 9:29 pm

We've wasted a few pages on the debate, that's for sure... :lol:
Well, all done yet? :D
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Re: -Aniplamoxium-

Postby haraldx » Wed Nov 04, 2009 1:23 pm

#2 :D i hope i wasn't too late.

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Re: -Aniplamoxium-

Postby MIV » Thu Nov 05, 2009 1:06 am

manomomma wrote:All done!...

Sorry, but most likely you are...
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Re: -Aniplamoxium-

Postby manomomma » Thu Nov 05, 2009 9:20 am

You know what, I trying everything and the game will not work so I'm forced to take the aniplamoxium bars out :( thats the only way I'm going to fix it. (sigh)
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Re: -Aniplamoxium-

Postby MIV » Fri Nov 06, 2009 12:47 am

If it's a script error, try showing it in the help threads. If it's a bug, you're always welcome to report it.
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Re: -Aniplamoxium-

Postby haraldx » Fri Nov 06, 2009 10:46 am

Aw man. Do i have to say again how much I've been waiting for this?

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Re: -Aniplamoxium-

Postby manomomma » Fri Nov 06, 2009 12:28 pm

MIV I figured It's to hard to explain the proplem in a thread. And you can't just recreat this problem inless you have the hole game. I also tried to recreat It and it was a failure cause it worked perfictly on a test map I made! :? It has to do with 1 variable that calculates the maxium ani. in the ani. bar at the bottom left of the screen and I say in stead of explaining everything I know about the problem and not only hoping to it to be fixed but hoping they'll understand the problem. So I'd rather take the short cut and take out the ani. bars :( and replace it with nothing or some cool graphics.
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Re: -Aniplamoxium-

Postby moonkill » Fri Nov 06, 2009 12:46 pm

i think that its better to take them out and only text how much ani you have.. and hide the maximum.. and yes then add some cool graphics...

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Re: -Aniplamoxium-

Postby manomomma » Fri Nov 06, 2009 4:27 pm

Ya but how would you know what the max is?
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Re: -Aniplamoxium-

Postby moonkill » Fri Nov 06, 2009 5:13 pm

maybe with showing an info screen.. about the max,,, and also like how much production you have maximum and minimum? all on the hud i think that would be cool..

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Re: -Aniplamoxium-

Postby Zhuge » Fri Nov 06, 2009 8:14 pm

Mmm, I would have to agree that it was quite a pointless debate on shades of blue. Lets keep it on topic for now on. ;)

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Re: -Aniplamoxium-

Postby Fireleaf » Fri Nov 06, 2009 8:56 pm

Next release?
Hey, I compose custom music for games (for free). PM me about it.

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Re: -Aniplamoxium-

Postby Jegar » Sat Nov 07, 2009 11:51 pm

Yes indeed. Wo ist das?
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Re: -Aniplamoxium-

Postby manomomma » Thu Nov 12, 2009 2:31 pm

I've changed the HUD completely! I'm actually glad I came across that BIG problem I was bummed about!? Cuz after I took the bars out I hade to make something that boomed in it's place, and I decided to totally redo the HUD.
and here is the finished HUD:

Untitled.png
I removed the time played, your name, most of the text and added cool icon graphics.


Oh! and I redid the tutorial! instead of reading ALL of it, you can now choose the thing you want to learn. Also I am planning to put the tutorial in game play if you need it press a button or something.

I'm going to polish the HUD now so some thoughts would be nice! ;)
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Re: -Aniplamoxium-

Postby Gamerdude » Thu Nov 12, 2009 8:30 pm

That is one nice HUD. Great work! :)
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Re: -Aniplamoxium-

Postby Jegar » Thu Nov 12, 2009 9:43 pm

Nice. Really like it.
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Re: -Aniplamoxium-

Postby metomunc » Thu Nov 12, 2009 9:53 pm

Excellent visuals. I like the glowing effect on the hud objects. For your main map you might consider adding more depth. For instance some large rocks, crators, ect in the foreground would really add alot as well as either a blurring or darkening of the foreground tiles. The more you can make the game visually captivating, the better.
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Re: -Aniplamoxium-

Postby Stephen Chapman » Thu Nov 12, 2009 10:03 pm

Wow, I really need to play this game. I will download it when I have faster net speed. Good visuals. Very appealing.

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Re: -Aniplamoxium-

Postby manomomma » Thu Nov 12, 2009 10:37 pm

metomunc wrote:Excellent visuals. I like the glowing effect on the hud objects. For your main map you might consider adding more depth. For instance some large rocks, crators, ect in the foreground would really add alot as well as either a blurring or darkening of the foreground tiles. The more you can make the game visually captivating, the better.


Crators, large rocks darkening.... Wow! sounds great! im going to put that on the next version! :D
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Re: -Aniplamoxium-

Postby Stephen Chapman » Thu Nov 12, 2009 11:06 pm

Crater* ;)

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Re: -Aniplamoxium-

Postby MIV » Fri Nov 13, 2009 7:41 am

I rarely say this to anyone, but that looks excellent. A job well done. Simple, yet aesthetically pleasing.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby haraldx » Fri Nov 13, 2009 9:17 am

The new HUD just makes me more want to say ''I can't wait!!!''.

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Re: -Aniplamoxium-

Postby moonkill » Fri Nov 13, 2009 10:24 am

maybe some cargo trucks driving around? with a bit sci-fi looks?? or a sci-fi truck that delivers the building materials for mines etc.. also that hud looks awesome

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Re: -Aniplamoxium-

Postby Jegar » Fri Nov 13, 2009 5:24 pm

I am quite excited for the next release.
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Re: -Aniplamoxium-

Postby haraldx » Mon Nov 16, 2009 9:42 am

Updates? :?

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Re: -Aniplamoxium-

Postby manomomma » Mon Nov 16, 2009 10:04 am

OH! Yes updates! I'm done and now testing for bugs and errors! :D
Hopfully I won't have to back to 99% again :?



Just ubdated the box thing there------->
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Re: -Aniplamoxium-

Postby MIV » Mon Nov 16, 2009 10:17 am

I'm quite surprised, and impressed, that from a small tycoon game idea, this can prosper into a visually-pleasing, complex game over a span of a few months.
Great work, and pray there aren't any bugs. This is one of the very, very few games I actually anticipate.
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Re: -Aniplamoxium-

Postby manomomma » Mon Nov 16, 2009 1:02 pm

MIV wrote:I'm quite surprised, and impressed, that from a small tycoon game idea, this can prosper into a visually-pleasing, complex game over a span of a few months.
Great work, and pray there aren't any bugs. This is one of the very, very few games I actually anticipate.


wuuuh! *Shucks* :roll:
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Re: -Aniplamoxium-

Postby haraldx » Tue Nov 17, 2009 9:17 am

I have to admit too, this is the only game that I am really waiting for. well HMPM doesn't count cause Mr numbaz hax!!!

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Re: -Aniplamoxium-

Postby metomunc » Tue Nov 17, 2009 1:03 pm

I see no download for it right now. ???
Who should I really listen to?

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Re: -Aniplamoxium-

Postby manomomma » Tue Nov 17, 2009 6:09 pm

cuz im testing it...
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Re: -Aniplamoxium-

Postby metomunc » Tue Nov 17, 2009 11:30 pm

I C
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Re: -Aniplamoxium-

Postby haraldx » Wed Nov 18, 2009 5:00 am

Nope you don't :P :lol: . Anyway, i haven't used the engine for a time, were the load/save were fixed?

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Re: -Aniplamoxium-

Postby manomomma » Wed Nov 18, 2009 9:33 pm

ANIPLAMOXIUM VERION I WILL BE RELEASED TOMORROW AT 7:00AM!!! NEW SCREENS AT THE FRONT PAGE!!!
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Re: -Aniplamoxium-

Postby Gamerdude » Thu Nov 19, 2009 12:57 am

Might get told to change that to regular writing.

But woohoo :) I'm definitely going to download.
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Re: -Aniplamoxium-

Postby Zhuge » Thu Nov 19, 2009 1:00 am

Yeah, really not need. I'll let it slide though, just don't continue doing that please. ;)

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Re: -Aniplamoxium-

Postby coffeennicotine » Thu Nov 19, 2009 3:59 am

Looks like I picked a good time to come back. You realize that you're making me get up an hour early to download and play this thing. :lol:

Looking forward to playing it, and glad I was there to see it evolve from the beginning.

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Re: -Aniplamoxium-

Postby manomomma » Thu Nov 19, 2009 7:01 am

uuuuh, I udated the game 7:00am (my time zone) but... something is not right cuz I cant update the screens or the game discription
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Re: -Aniplamoxium-

Postby haraldx » Thu Nov 19, 2009 9:49 am

Screens - only 1, game desc - i think its ok.
anyway, i just downloaded it, its great as always. right now i have 3 mines lvl 5 and lvl 2 warehouse. but it still has the ''sit-near-transport-dock'' game play. at the start i was thinking why nothing is moving cause i didn't read anythin from the tutorial. it seem'd i didn't press R to start the game and P to pause it. good work on that 8) . couldn't get my buildings go boom tho.

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Re: -Aniplamoxium-

Postby MIV » Thu Nov 19, 2009 10:17 am

I'll play it and tell you more. Can't wait, save the fact that my downloads aren't working so far...
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Re: -Aniplamoxium-

Postby manomomma » Thu Nov 19, 2009 4:43 pm

A strategy in my game is not to upgrade mines all the way to lvl 5. First build all the mines on the field to lvl 1 and if you what it to speed up WAY more, get a loan of a million...
btw there is a way to win, get all achievements...Also I made credits to the people wit the ideas like achievements. it has like 5 guys in credits later I plan to fill the credits wit people! ;)

I can't wait to finish my game. I am in awe of what it'll be like... Stocks changing, hiring people, firing people, ships flying, aniplamoxium planets to make more mine fields on and city planets, mine change when upgraded, alien attacks, price wars.... and MORE!

an other version I plan to make a time on your loan to pay it back.

next version name will be.... mmm... Aniplamoxium Version I Deluxe
------------------------------------------------------------------------------
o man?! I just played my game and got an error :( luckily I fixed it. It had to do wit the loan also when I fixed it I lowered the field price by a full 1/2 so you can get a 2nd field faster ;) I'm going to send an update of the fix game today so NO MORE DOWNLOADS TODAY! Sorry for the inconvenience. :?
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Re: -Aniplamoxium-

Postby Jegar » Thu Nov 19, 2009 8:17 pm

I can't play because when I place a Mine it stops.
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Re: -Aniplamoxium-

Postby manomomma » Thu Nov 19, 2009 9:41 pm

When I place a mine the game still goes normal for me? Why not for you??? What do you mean? by stops? Stops working (crashes), the game pauses ur something? :?
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Re: -Aniplamoxium-

Postby Jegar » Thu Nov 19, 2009 10:11 pm

Game still runs but the mouse thingie stops moving and clicking or pressing enter doesn't work.
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Re: -Aniplamoxium-

Postby MIV » Thu Nov 19, 2009 10:56 pm

Uh, mano, is there a bug with your scripts that disables the mouse character?
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Re: -Aniplamoxium-

Postby manomomma » Fri Nov 20, 2009 7:39 am

Mmm... no, there isn't a bug. But, there is a disable input at the very beginning of the game so you can't teleport but it is followed by an enable input :|

btw, is anyone else have the same problem?
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Re: -Aniplamoxium-

Postby haraldx » Fri Nov 20, 2009 10:43 am

No problems for me except the thingy with random events and loans. when you press get loan, you enter the amount, it shows all the things and you press ''yes'' it shows an error. when a random event should happen it just displays an error and nothing happens.

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Re: -Aniplamoxium-

Postby manomomma » Fri Nov 20, 2009 11:52 am

no worries hara.x I fixed it just download my game again also I lowered the price on buying a new field :)
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Re: -Aniplamoxium-

Postby haraldx » Fri Nov 20, 2009 4:00 pm

does the save game work or i have to start a new game???

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Re: -Aniplamoxium-

Postby manomomma » Fri Nov 20, 2009 10:52 pm

sadly no. I don't know how to fix that :(
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Re: -Aniplamoxium-

Postby Gamerdude » Sat Nov 21, 2009 7:25 am

This game is excellent, but I would like to see some interfaces incorporated instead of message boxes. Just a suggestion of course, no need to actually listen to it. In fact, if I remember correctly, there is quite a bit of scripting after each message box, so perhaps it would be better to leave as is.
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Re: -Aniplamoxium-

Postby haraldx » Sat Nov 21, 2009 12:09 pm

Bugs:
1. when you get the research acroprcroim or wahtever is the first construction research, the new slot cannot be pressed.
2.when you have bought a new land, you cant build any mine there.
3. idk is this a bug or not, the hazzards just dont appear anymore.

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Re: -Aniplamoxium-

Postby manomomma » Sat Nov 21, 2009 4:22 pm

Mmm… not good, not good at all. :(
1. Is easy to fix
2. Makes my brain hurt
3. Not a bug just the mines get destroyed 1 out of 400 chance am going to change it

And Gamer dude

Do you mean take out the messages like
“Build here?”

“Are you sure?”

“Successfully built!”

That stuff? :?
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Re: -Aniplamoxium-

Postby Gamerdude » Sat Nov 21, 2009 7:24 pm

Sort of. I was thinking that whenever you wanted to build something, sell ani or whatever, this little interface menu pops up instead of a message box, from which you can select your options. Sometimes it just gives the game a visual kick :)

Again, no need to act on this. ;)
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Re: -Aniplamoxium-

Postby manomomma » Sat Nov 21, 2009 8:27 pm

soooo... Like, what? Sorry fer not understanding again :?
like a picture wit a "$" to sell? mmm... I think I got a glimce of what you mean...
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Re: -Aniplamoxium-

Postby Gamerdude » Sat Nov 21, 2009 8:54 pm

Just instead of having plain message boxes to select options when you press enter over something, a small interface pops up with th eoptions instead. That way you can make it look pretty with nice effects and text.
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Re: -Aniplamoxium-

Postby manomomma » Sat Nov 21, 2009 10:12 pm

mmm... now I see. :roll:
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Re: -Aniplamoxium-

Postby Gamerdude » Sat Nov 21, 2009 10:13 pm

Good :)

Anyway, excellent job on this. I really enjoy it :)
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Re: -Aniplamoxium-

Postby manomomma » Sun Nov 22, 2009 7:32 am

meh, too many bugs and mistakes :?

I never knew how the interface thingy worked so I'll try and see...
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Re: -Aniplamoxium-

Postby coffeennicotine » Sun Nov 22, 2009 7:39 am

....Them beta testing blues..... I feel for ya. Been there. ;)

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Re: -Aniplamoxium-

Postby manomomma » Sun Nov 22, 2009 9:31 am

ya, thats what I need a beta tester
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Re: -Aniplamoxium-

Postby coffeennicotine » Sun Nov 22, 2009 9:34 am

We all could use an army of them.... But ppl on the forums are pretty good at helping with it when demos/Betas are released.

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Re: -Aniplamoxium-

Postby haraldx » Sun Nov 22, 2009 9:41 am

oh and another little thingy i found. when you research the construction title, then it says '' Current research: Helping hands level 1''

sometimes it says Faster mining machines and other stuff, but not te stuff you are researching.

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Re: -Aniplamoxium-

Postby manomomma » Sun Nov 22, 2009 9:54 am

Ya, but how do you send a beta tester your game?

haralx I fix all thoughs probs so thx for telling me the errors. :)
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Re: -Aniplamoxium-

Postby coffeennicotine » Sun Nov 22, 2009 10:00 am

Beta testing is more about pinpointing issues through playing the game. It's up to the development team to correct them. But The help for beginners and the assist me sections of the forums here are always there to help you with issues. :D

**one way to help the process is to make a beta test version of the game and send it to testers. A beta version usually has stage selects and lets the player use advanced stats and items at will to help cover all areas of the game quickly. One pitfall tho is that the added beta testing features could possibly create their own bugs, so be careful**

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Re: -Aniplamoxium-

Postby manomomma » Sun Nov 22, 2009 4:25 pm

Well, It's not the errors that I find hard to work wit, it's the finding them thats the issue I guess... so that y I need beta testers... ;)

(btw I don't comepletely understand the beta tester's field of work :? )
--------------------------------------------------------------------------
I fixed my game up and stuff. But I don't understand why I can't update the game discription. it says that I have to contact the administrator to do it...
I never had to do that before?! :? Whats going on?
Also this is the things I'm going to put in the deluxe:

1. Timed loan
2. Increase building price in better fields
3. Aniplamoxium production change
4. Take out annoying massages example: "are you sure?"
5. Ploxima Monsters (little monsters walking around)

I hop I can find a little more stuff that doesn't involve graphic change... (I plan on doing a graphic change all to gether so I won't have uneven graphics)
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Re: -Aniplamoxium-

Postby haraldx » Tue Nov 24, 2009 8:58 am

well, if you need some one who will test your game out then feel free to ask for me! I'm really interested in this project and finding bugs and mistakes in your game so you can fix them would just be a pleasure. ;)

Questions and suggestions (almost like a poem :lol: ) :
1.What will the ploxima monstaaz do?
2.Where did the aniplamoxium flying transport went?
3.It would be nice if the researches would affect visual look not only how they work or somethin.
4.Increase the mine destroy rate. if it is right now 1 out of 400, then put it to about 1 out of 200 or even 100.
5.the background seems plain. what mountains of ploxima?
6.it would be nice if a meteor will fall in 1 out of 400 chances, when it falls - a mine gets destroyed. if you get lucky and it hits a place where are no mines you are lucky.
7.Warehouse looks a bit like a worms... umm... how was it called? chrysalis?

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Re: -Aniplamoxium-

Postby manomomma » Tue Nov 24, 2009 10:17 am

Yes, I’d be glad to recruit anyone to beta test my game, it’s just I need an easy way to send the game to you.
(Not by email. Tried and failed)

1. Aimlessly walk around (sorry to disappoint :( )
g.png
g.png (6.01 KiB) Viewed 1908 times

2. I made one that will do the same like the monsterz
v.png
v.png (1.84 KiB) Viewed 1908 times

3. I was thinking later I should make solar panels that pop up on the mines when that research is, well, researched.
4. All ready done!
5. I just fell in love wit that idea!
6. I’ll make creators and that for another version.
7. No comment
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Re: -Aniplamoxium-

Postby moonkill » Wed Nov 25, 2009 2:42 am

one word.. WOW, for both :) look so awesome :) i like the solar panel thing to :D

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Re: -Aniplamoxium-

Postby manomomma » Wed Nov 25, 2009 2:04 pm

you know what, I'm going to make a fixed version 1 cuz of the crap I left sorry for the download also I came up with a workers system at 11:00 last night ;)

ok, to make my game less boring or repitive is to add something big and different to the game...

like an in deafth worker system...

A worker will have a names, their field of work: mining, fixing, loading, building... ect, there pay and there happiness.

Ok, Their field of work lets say is mining, that means they will mine the aniplamoxium at an average... 5 peices per day. Also they will have a skill bar 0/10. If that worker gets to 10/10 on there bar, then that worker will need promoting. After that worker gets promoted, he will up the next level of his work. That means they will damand a higher pay but also they will collect more aniplamoxium! :)

you probibly know how the rest work... ;)
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Re: -Aniplamoxium-

Postby haraldx » Wed Nov 25, 2009 3:54 pm

sounds nice, well yeah, thats about it :lol:

EDIT: about the beta test thingie - try creating the game then put it into .zip or .rar and then just upload it somewhere, then just send the beta test link to your testers.

EDIT2: and you didn't dissapoint me when you said that the monstaaz will just walk around. this game needs something moving - ploxima monsters :) also he looks funny :lol:

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Re: -Aniplamoxium-

Postby Tyler B » Fri Nov 27, 2009 4:16 pm

wow. awesome game. no doubt about it.
1 question. how did you get the text to glow like that on the picture? its amazing.
I make tutorials for new and old users. PM me what you want to see a tutorial on!

http://www.engine001.com/forum/viewtopic.php?f=33&t=22931

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Re: -Aniplamoxium-

Postby manomomma » Fri Nov 27, 2009 4:33 pm

I went into paint.NET and took 2 layers, a background black and the front you get a SPEICAL TEXT and make that text light blue or (cyan) or whatever and then (I think) use the brightness option on the pic and then it will glow! Then flatten them all to form one pic...

But now I have a new better way of doing so! ;)

(I still don't know why I have to contact the addministrator to update my game? Can someone help me!? :( )
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Re: -Aniplamoxium-

Postby MIV » Fri Nov 27, 2009 11:49 pm

Perhaps uploading has a bit of a problem...
Oh, and will the new version address the fix to being unable to access the company and research ship? Didn't see it in the previous few pages.
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Re: -Aniplamoxium-

Postby manomomma » Sat Nov 28, 2009 10:01 am

uuuh... no-yes? what sorry?

uuuh... It's just all the bugs and errors fixed that haraldx and others told me about. But before I do make this fixed game I want to update the game description :(
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Re: -Aniplamoxium-

Postby haraldx » Sat Nov 28, 2009 1:57 pm

just try contacting with mike and ask him. also, didn't see any problem with the research ship or company ship.

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Re: -Aniplamoxium-

Postby MIV » Sun Nov 29, 2009 5:40 am

haraldx wrote:just try contacting with mike and ask him. also, didn't see any problem with the research ship or company ship.

No idea why I couldn't get there though. But that's probably a minor issue.
Also, perhaps you might want to remove the default HUD when you press 'Esc'. The Items and Magic probably aren't of any use in this game.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

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Re: -Aniplamoxium-

Postby haraldx » Sun Nov 29, 2009 6:38 am

MIV wrote:The Items and Magic probably aren't of any use in this game.


Agreed. and are you sure you used the T button to teleport? mano removed the telporter thingy so you dont have to waste time to get to that thingy.

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Re: -Aniplamoxium-

Postby MIV » Sun Nov 29, 2009 8:25 am

Used the 'T'. Strangely enough it didn't work.
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Re: -Aniplamoxium-

Postby manomomma » Sun Nov 29, 2009 2:45 pm

WHAT!? :o

ok then?
---------------
sigh maybe your right! Maybe I should do what it says... I wanted to know if I wasn't alone wit this prob. :?
---------------
Also that hud thing MIV is good to... I'll do that


Wow! I think I'm scared of PMing Mike :-?
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Re: -Aniplamoxium-

Postby Jegar » Sun Nov 29, 2009 4:04 pm

Don't worry.

Excited! I am.

Update: Just played it. i really liked it. But are you going to put in the input thing Like a suggested a while back that would really help when selling Ani.
and after a while my screen turned orange. Is that supposed to happen?

Also perhaps a display to show how much ani you are gaining?
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Re: -Aniplamoxium-

Postby MIV » Mon Nov 30, 2009 12:32 am

The orange is possibly to simulate sunrise. Regrettably it doesn't turn back.
And mano, for the HUD stuff during gameplay, try giving them a transparent background. When there's black stuff around it and the sun rises, it looks kinda obstructive.
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Re: -Aniplamoxium-

Postby haraldx » Mon Nov 30, 2009 9:20 am

orange screen - ploxima storm.
Mano, don't be afraid of PM'ing Mike, he made the engine and he must know all issues that are related to the site and engine 001. I'm not afraid of saying bugs that I have found while playing your game, and I know that Mike will be happy if he can fix something.

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Re: -Aniplamoxium-

Postby manomomma » Mon Nov 30, 2009 10:42 am

hahaha :lol: haraldx, YES it is a storm!!! I read your posts jegar, miv and I couldn't stop laughing! I guess it wasn't obvious so I'll try fixing something up ;)

I think the reason is he made 001 like you said it's like he is god though but i'll pucker up and do it!

(btw ot love the hat miv!)
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Re: -Aniplamoxium-

Postby haraldx » Thu Dec 03, 2009 1:59 pm

So, any progress? What about the beta testing or something?

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Re: -Aniplamoxium-

Postby RPGking » Thu Dec 03, 2009 8:53 pm

I ahve finally played the game, the graphic are nice and so is some of the music, but I'm truly amazed at the scripting know how that went into this. But heres where I fall short, it isn't very exiting... and I'm not saying oh my stuff beats up your which it doesn't, its just needa a little kick. :D

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Re: -Aniplamoxium-

Postby manomomma » Fri Dec 04, 2009 12:24 am

Yes haraldx I asked... But like 5 days ago?! Oh and the beta tester thingy I give on :(
I'll just cope wit testing myself (sigh)

anyway, king happy you like the music also no worries EVERYone thinks my game is lifeless or needs a kick including myself ;) I've been experimenting with gimp (cuz I'm not very good at using it) and found intersting things to make and "pimp". Now I'm more experiance in this so you should see an art improvment in my game.
What I need to do is make that worker thing

and lastly I'm going to take the "Verson 1 Deluxe" thing out and replace it with next verson cuz this could be deluxe, a new verson or the full version!

Mano ;)
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Re: -Aniplamoxium-

Postby RPGking » Fri Dec 04, 2009 1:01 am

A good game none the less. :D

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GoOdOlBoY
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Re: -Aniplamoxium-

Postby GoOdOlBoY » Sat Dec 05, 2009 6:59 pm

Game sounds awsome and id try it but freakn firefox wont lemme download D:

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manomomma
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Re: -Aniplamoxium-

Postby manomomma » Sun Dec 06, 2009 12:09 am

:(

Hey guys I messaged mike like a week ago and he hasn't responded :(


Why? :|
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Re: -Aniplamoxium-

Postby Gamerdude » Sun Dec 06, 2009 12:13 am

Probably just busy.
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haraldx
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Re: -Aniplamoxium-

Postby haraldx » Sun Dec 06, 2009 6:10 am

Try posting your problem in the general 001 discussion forum. maybe if Mike doesn't answer, then maybe someone else could.

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MIV
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Re: -Aniplamoxium-

Postby MIV » Sun Dec 06, 2009 8:47 am

GoOdOlBoY wrote:Game sounds awsome and id try it but freakn firefox wont lemme download D:

Try a different browser.

Also, what are the current 'random' events that are available in the game?
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you're a mile away and you have their shoes."

Apocalypse I Act I: //////////////////// - 25% Done, Demo v0.3
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Please play through the full game, or PM me for hints and easter eggs.

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Re: -Aniplamoxium-

Postby manomomma » Sun Dec 06, 2009 9:35 am

uh storms so far
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Re: -Aniplamoxium-

Postby Jegar » Wed Dec 09, 2009 2:49 pm

Updates on this game?
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TheRunner
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Re: -Aniplamoxium-

Postby TheRunner » Wed Dec 09, 2009 6:04 pm

Hmm I haven't downloaded the game in a long time, hopefully when I download it this time its got way more stuff it did then the last time, But I have seen good progress with the game so far, and I hope it gets finished before the end of the year :O!
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Re: -Aniplamoxium-

Postby manomomma » Thu Dec 10, 2009 12:16 am

Mmm... Got good new and great new! Good new is the fact that mike wrote me back saying he fixed the prob and the great new is that I finally started on The newest feature to aniplamoxium, workers! Hoping you don't think it's just a number of workers working the mine no it's deeper then that ;)
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Re: -Aniplamoxium-

Postby RPGking » Thu Dec 10, 2009 12:34 am

plz tell me

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Re: -Aniplamoxium-

Postby haraldx » Thu Dec 10, 2009 8:21 am

ahh... good to hear that. :) and are you sure you really don't need a beta tester ?

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Re: -Aniplamoxium-

Postby manomomma » Thu Dec 10, 2009 9:20 am

ya haraldx sorry :(

mmm... mabye when im done i'll tell
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Re: -Aniplamoxium-

Postby haraldx » Wed Dec 16, 2009 1:50 pm

I will be waiting! :lol: *Terminator sits in the train station*

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Re: -Aniplamoxium-

Postby manomomma » Sat Jan 02, 2010 6:40 pm

ALRIGHT! So I've been busy Making new art for my game and I have came up with a non-complete Interfaces messages and such like gamer dude001 said to do and I loved it! Also I completed Coc1's Idea: "Mines change when upgraded" AND Jegar's Idea: "Can see in a mine" also a little extra thing I through in there was Haraldx's Idea: "Giant hose"!
And this is the end result:
(Level 2, Level 3 will be viewed only. Level 1, Level 4, Level 5 won't be shown)
Mine Level 2 OSV.png
Mine Level 2 OSV.png (2.07 KiB) Viewed 2979 times

Mine Level 2 ISV.png
Mine Level 2 ISV.png (1.91 KiB) Viewed 2979 times

Mine Level 3 OSV.png
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Re: -Aniplamoxium-

Postby Jegar » Sat Jan 02, 2010 10:45 pm

I like it.
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Re: -Aniplamoxium-

Postby moonkill » Sun Jan 03, 2010 4:46 am

wow looks really nice,keep up the good work :)

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Re: -Aniplamoxium-

Postby haraldx » Sun Jan 03, 2010 6:57 am

Please, call me Harald, Haraldx is just the nickname so i can register in the forums. But those buildings are great, much more futuristic, but it lacks shading. How about night and day system, true it would be crazy seeing every 4 seconds changing from day to night and vice versa.

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Re: -Aniplamoxium-

Postby manomomma » Sun Jan 03, 2010 9:37 am

No worries I'm not shading yet cuz I want to see it all in action first also I might even make animations on the buildings too. I am also going to make the warehouse grow aswell. I made little miners too thing is they
Mite look like stephens but they de have a diffents. Bigger.
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Re: -Aniplamoxium-

Postby Fizi » Mon Jun 14, 2010 9:02 pm

This game was awesome! i give 10!
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Jegar
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Re: -Aniplamoxium-

Postby Jegar » Mon Jun 14, 2010 10:48 pm

I agree it is quite a genius game.
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metomunc
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Re: -Aniplamoxium-

Postby metomunc » Tue Jun 15, 2010 12:11 am

Spiffy. I suggest a bit of shading. Everything looks very flat. If nothing else perhaps shading on the characters and interactive objects to help them stand out more.
Who should I really listen to?

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Re: -Aniplamoxium-

Postby haraldx » Tue Jun 15, 2010 2:03 pm

I think mano has left the engine and forums... Last post by him in this topic was posted in 3rd January, that's kinda old post.

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Re: -Aniplamoxium-