Author Topic: Red Wizard Island  (Read 104372 times)

Offline spacefractal

  • Community Developer
  • Prof. Inline
  • ******
  • Posts: 3688
    • View Profile
    • Space Fractal
Re: Red Wizard Island
« Reply #330 on: 2014-May-13 »
for mobile games, short levels (but many) is better than long levels. on a desktop versions, here long levels mightbeen better. Im did have that issue with my game due that.
Greedy Mouse - Karma Miwa - Spot Race - CatchOut - Android Extras - is on a vacation trip, home before end of few days in jan.

Offline r0ber7

  • Prof. Inline
  • *****
  • Posts: 539
    • View Profile
Re: Red Wizard Island
« Reply #331 on: 2014-May-19 »
for mobile games, short levels (but many) is better than long levels. on a desktop versions, here long levels mightbeen better. Im did have that issue with my game due that.

I don't think I'll be targeting mobile. The controls would be all over the place.

This week is for debugging. Things I want to fix:

- after winning 1 or 2 levels, game crashes
- in certain cases, casting earth magic spell, game crashes
- loading bird level, game crashes
- loading screen for some reason is not visible
- level reset now does not reset all variables, so add everything to be reset

Offline r0ber7

  • Prof. Inline
  • *****
  • Posts: 539
    • View Profile
Re: Red Wizard Island
« Reply #332 on: 2016-Feb-19 »
V after winning 1 or 2 levels, game crashes: fixed (i think)
V in certain cases, casting earth magic spell, game crashes: fixed
V loading bird level, game crashes: no longer crashes, but needs work
V loading screen for some reason is not visible: fixed
- level reset now does not reset all variables, so add everything to be reset: in progress

Offline erico

  • Community Developer
  • Prof. Inline
  • ******
  • Posts: 4234
    • View Profile
    • Portfolio
Re: Red Wizard Island
« Reply #333 on: 2016-Feb-19 »
Getting there! :) :good: :whip:

Offline matchy

  • Prof. Inline
  • *****
  • Posts: 1543
    • View Profile
Re: Red Wizard Island
« Reply #334 on: 2016-Feb-22 »
Getting there! :) :good: :whip:

I detect hidden sarcasm disguised as kind support.

Offline erico

  • Community Developer
  • Prof. Inline
  • ******
  • Posts: 4234
    • View Profile
    • Portfolio
Re: Red Wizard Island
« Reply #335 on: 2016-Feb-22 »
haha, I think I can see what you mean...but no, just some support. :D

Offline matchy

  • Prof. Inline
  • *****
  • Posts: 1543
    • View Profile
Re: Red Wizard Island
« Reply #336 on: 2016-Feb-22 »
haha, I think I can see what you mean...but no, just some support. :D

Um, how when this project is 5 years old with 20 months silence? I think you are just being too nice for no reason.

Offline erico

  • Community Developer
  • Prof. Inline
  • ******
  • Posts: 4234
    • View Profile
    • Portfolio
Re: Red Wizard Island
« Reply #337 on: 2016-Feb-23 »
Oh no, I actually have my own share of about 2 or more years old to-be-finished games, so I can never judge that. :P
What is nice is to see that the project is GOING on.

Offline matchy

  • Prof. Inline
  • *****
  • Posts: 1543
    • View Profile
Re: Red Wizard Island
« Reply #338 on: 2016-Feb-23 »
Fair enough but this project development is blogged unlike most projects. Randomly, I was actually wondering about this cool game last week. As a fan only, I am a bit sour it's taking so long with a just a log report. Hopefully some media promotion might help me see more of the light.  ;)

Offline r0ber7

  • Prof. Inline
  • *****
  • Posts: 539
    • View Profile
Re: Red Wizard Island
« Reply #339 on: 2016-Mar-08 »
Thank you for the support, sarcastic or not. 8)

Worked on the menu some. Moved all important code to a git repository. Started designing a new level. It's a bit barren at the moment.  >:D

Offline bigsofty

  • Community Developer
  • Prof. Inline
  • ******
  • Posts: 2632
    • View Profile
Re: Red Wizard Island
« Reply #340 on: 2016-Mar-08 »
Its certainly progressing, I always liked the look of this game BTW.
Cheers,

Ian.

“It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration.”
(E. W. Dijkstra)

Offline r0ber7

  • Prof. Inline
  • *****
  • Posts: 539
    • View Profile
Re: Red Wizard Island
« Reply #341 on: 2016-Mar-12 »
Thanks, it is suffering from many bugs still. But I made another level.

<a href="http://www.youtube.com/watch?v=6WB8J5b81eg" target="_blank">http://www.youtube.com/watch?v=6WB8J5b81eg</a>

Offline matchy

  • Prof. Inline
  • *****
  • Posts: 1543
    • View Profile
Re: Red Wizard Island
« Reply #342 on: 2016-Mar-12 »
 :happy:

Offline erico

  • Community Developer
  • Prof. Inline
  • ******
  • Posts: 4234
    • View Profile
    • Portfolio
Re: Red Wizard Island
« Reply #343 on: 2016-Mar-13 »
Saw a little review of your amiga version on Amiga Future magazine here:
http://www.amigafuture.de/kb.php?mode=article&k=4732&start=0&page_num=14

Offline r0ber7

  • Prof. Inline
  • *****
  • Posts: 539
    • View Profile
Re: Red Wizard Island
« Reply #344 on: 2016-Mar-26 »
Saw a little review of your amiga version on Amiga Future magazine here:
http://www.amigafuture.de/kb.php?mode=article&k=4732&start=0&page_num=14

Interesting review. Most of it is true.

I made a level, and I drew some plants.