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Comment History  (0 - 30 of 81)
Scurvy_Lobster Jan 31 2013, 8:55am replied:

Sorry, but yes. I lost the files on this game and never got back to it. Doing a new game set in Egypt is my plan though.

+1 vote   game: Sands of Myth
Scurvy_Lobster Nov 2 2011, 8:40am says:

Looking forward to this game!

+1 vote   news: TOYARTWAR - the war begin
Scurvy_Lobster Feb 2 2011, 1:42am says:

Looks really good! I added 10$ to you on 8-Bit Funding. Hope you reach your target! :)

+2 votes   news: Means of Escape: Premature Evacuation arrives at IndieDB!
Scurvy_Lobster Nov 24 2010, 5:21am says:

Just ordered the pre-alpha. Looking forward to trying it out!

+2 votes   game: Miner Wars 2081
Scurvy_Lobster Jun 19 2010, 3:10am says:

This site is great! Thanks!

+1 vote   news: IndieDB vs ModDB Changes
Scurvy_Lobster Mar 25 2010, 3:08pm says:

Excellent tutorial!

I didn't even know moddb had tutorials. I have added my own GM8 tutorials now (just so that you don't spend a lot of time making Pong or Breakout tutorials).

Keep up the good work! :)

+2 votes   tutorial: Game Maker: Beginner's Tutorial (Part 1)
Scurvy_Lobster Jan 26 2010, 4:30pm replied:

Yes, that is correct :)

+1 vote   game: Sands of Myth
Scurvy_Lobster Jan 20 2010, 3:13am says:

Nice to see the DADIU game "Puzzle Bloom" nominated being a former student there myself :)

+1 vote   news: 2010 IGF Reveals Student Showcase Winners
Scurvy_Lobster Nov 14 2009, 4:05am replied:

1. I'm not sure which sound you are thinking of.

2. Standard FPS controls are available. WASD + mouse. Nothing fancy.

3. Guards have wives :) Wives have knives :) I am not aiming for historical accuracy in the game.

+1 vote   game: Sands of Myth
Scurvy_Lobster Oct 11 2009, 3:52am says:

Hi TRYER! Thanks for your feedback. There is a rare bug that makes you stuck and it's sad to hear you experienced it. Pressing 'c' ingame solves it but it's not an ideal solution.
The game is a first person action experience but soon the story will also be implemented and this should give all you explorers a bit more fun :)


+1 vote   download: Sands of Myth demo v003
Scurvy_Lobster Oct 3 2009, 3:53am replied:

Thanks for your comments. It sounds like an extremely rare bug with the fence but I know it is technically possible.

+1 vote   download: Sands of Myth demo v002 install
Scurvy_Lobster Sep 28 2009, 6:33am replied:

Hey! :) This game is not dead I have just been too occupied with other stuff to make releases lately. There will be new releases in the near future :)

+2 votes   game: Sands of Myth
Scurvy_Lobster Aug 9 2009, 8:40am says:

It works fine on my pc. It might be because it creates a moddb popup. I had to manually click the downloadlink in this popup before it started.

+1 vote   download: Sands of Myth demo v002 install
Scurvy_Lobster Jul 10 2009, 12:10pm replied:

Yes, they are.

+2 votes   game: Sands of Myth
Scurvy_Lobster Jul 10 2009, 6:00am says:

Just wonderful! That's what I though when I saw the latest demo video :)

+1 vote   game: Machinarium
Scurvy_Lobster Jul 9 2009, 6:03am replied:

The 3D models are copyrighted and need to be legally licensed but you can license them as well as I can. They cost around 100-120$ from various sources (mostly official FPSC model packs). Even with these models you still need a compatible engine (FPSC starts at 20$) that adds to the total cost and probably other custom 3D models along the way.

I have spent close to 300$ on models and tools for this project so far and while this isn't exactly expensive it isn't something you simply get for free.

+1 vote   game: Sands of Myth
Scurvy_Lobster Jul 8 2009, 8:17am says:

Thanks for the comments everyone! The jumping sound will be up for a change :)

The reason a useless scroll can be found in the level is that story elements are going to be connected to these. I still haven't decided exactly how but it's something that is going to add more depth to the game.

I have planned three melee weapons for the game up until now but I am hoping to make a projectile version of one of these. It will probably have a magical Egyptian feel to it and be in the late part of the game. A problem with the spear in the demo is the speed - it's too fast and I want to make the forward thrust feel heavy and slow. This will also make it more distinct from the other planned weapons.

/Scurv :)

+1 vote   news: Sands of Myth demo v001 released
Scurvy_Lobster Jun 29 2009, 11:34am replied:

I guess you are more of an expert than I am :) The game is not based on any true Egyptian legend, myth or time period since I am aiming for a story I can develop on my own to fit the game. My focus is to bring the elements into an exciting conflict. If I can succeed in this is still impossible to tell but it is my goal :)

I am thinking about bringing a single level demo out soon, instead of going directly for a three level demo, and I hope this will show some of the potential.

+1 vote   news: Sands of Myth announced
Scurvy_Lobster Jun 29 2009, 8:01am says:

Yeps, the model are extremely nice - that's why I'm using them. And no HappyFriar, the women won't be getting more clothes :) They are just fine the way they are now and close enough for how the Egyptians themselves depicted their stories:

Funny how you can have all the violence in the world and no one takes notice but a cleavage will get commented right away ;-)

+1 vote   news: Sands of Myth announced
Scurvy_Lobster May 11 2009, 7:45am replied:

Thanks Rigelblast! It is still very much a prototype. I am still fooling around with it to see if I can come up with some rock solid gameplay :)

+1 vote   game: Deadly Tower
Scurvy_Lobster Mar 15 2009, 11:43am says:

Looks cool! Downloading...

+1 vote   download: Kernel Panic 3.2
Scurvy_Lobster Mar 6 2009, 4:41am says:

Work on Deadly Tower is still going on I can assure. There might be some new concepts in the next release.

+3 votes   feature: Mod Video Spotlight - February 2009
Scurvy_Lobster Feb 25 2009, 4:25am replied:

Modability is technically possible but it's not something that is planned for the first bunch of releases. The gameplay needs to evolve before further decissions are made.

+2 votes   news: Deadly Tower released
Scurvy_Lobster Feb 24 2009, 4:12am replied:

It's Deadly Tower.exe you should be able to launch. It's located in the games root folder.

Hope it helps :)

+1 vote   game: Deadly Tower
Scurvy_Lobster Feb 20 2009, 9:21am replied:

Of course :) People here are very open to new concepts. Play something different, you know :)

+4 votes   news: Deadly Tower released
Scurvy_Lobster Feb 20 2009, 6:16am replied:

Thanks! :)

I am considering if a bazooka type weapon is the only one the game will have and if the solution could be different variations of it.

+2 votes   game: Deadly Tower
Scurvy_Lobster Feb 19 2009, 10:01am replied:

Modding is not a primary focus right now as the main gameplay has to be evolved. But modding is theoreticly possible.

OpenGL support won't happen with the current engine. It's based on DirectX. Sorry.

+1 vote   game: Deadly Tower
Scurvy_Lobster Feb 19 2009, 5:41am replied:

Thanks! I'll keep that in mind :)

+1 vote   download: Deadly Tower DX10 v0.01 installer
Scurvy_Lobster Feb 19 2009, 3:44am replied:

Thanks, and nice to see you got it working. At the moment I am not looking but sooner or later the skeletons and the bazooka needs to be changed with custom graphics since they are just placeholders :)

+1 vote   game: Deadly Tower
Scurvy_Lobster Feb 19 2009, 3:17am replied:

It actually is FPSC Creator for the DX9 version and FPSC Creator X10 for the DX10 version.

A lot of people bash FPSC for being lame or something but they don't realize that it's one of the best rapid prototyping engines on the market. Remember that Deadly Tower was made in 36 hours by two guys (and that still included lots of trial and error) - a lot of other engines wouldn't have given the same kind of result (unless you are extremely experienced). I have worked on some rather large HL2 mod productions that used more than 36 hours just to get the first animated model imported correctly into the engine. In FPSC the custom graphics were imported in less than two hours and the current version doesn't even show more than 1/4 of the models and textures we actually made! It might be simple graphics but in my mind it suits the concept just fine.

One advantage of the DX9 version of FPSC is also the low system demands. It runs on almost anything as long as you have DX9 Nov. 2006 installed and you know how to do a few tricks with the engine. You don't need to worry about users having Service Pack 3 or Shader Model 2 or 3 on their graphics card.
The FPSC engine is also inexpensive at around 50$ which actually makes modding an option if you choose to release your assets.

Getting to the users quickly is the most important part of testing a concept in my opinion - you can always move your assets to a new engine later if you find the need to do so.

My real point here is: don't bash the engine - bash the game if you have to :)

+4 votes   game: Deadly Tower
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Dec 15, 2013
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