Check out my mods on moddb.com and games on indiedb.com. Also check out my website: FreeGameSchool.com

Comment History  (0 - 30 of 81)
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth

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.

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ TOYARTWAR - the war begin

Looking forward to this game!

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Means of Escape: Premature Evacuation arrives at IndieDB!

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

Good karma+2 votes
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Miner Wars 2081

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

Good karma+2 votes
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ IndieDB vs ModDB Changes

This site is great! Thanks!

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Game Maker: Beginner's Tutorial (Part 1)

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! :)

Good karma+2 votes
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth

Yes, that is correct :)

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ 2010 IGF Reveals Student Showcase Winners

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

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth

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.

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth demo v003

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 :)

/Soren

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth demo v002 install

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

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth

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 :)

Good karma+2 votes
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth demo v002 install

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.

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth

Yes, they are.

Good karma+2 votes
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Machinarium

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

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth

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.

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth demo v001 released

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 :)

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth announced

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.

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Sands of Myth announced

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: Imagecache2.allposters.com

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

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Deadly Tower

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 :)

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Kernel Panic 3.2

Looks cool! Downloading...

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Mod Video Spotlight - February 2009

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

Good karma+3 votes
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Deadly Tower released

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.

Good karma+2 votes
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Deadly Tower

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

Hope it helps :)

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Deadly Tower released

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

Good karma+4 votes
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Deadly Tower

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.

Good karma+2 votes
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Deadly Tower

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.

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Deadly Tower DX10 v0.01 installer

Thanks! I'll keep that in mind :)

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Deadly Tower

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 :)

Good karma+1 vote
Scurvy_Lobster
Scurvy_Lobster - - 81 comments @ Deadly Tower

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 :)

Good karma+4 votes