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  #11  
Old 03-20-2015, 12:43 PM
loramin loramin is offline
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Quote:
Originally Posted by Maelfyn [You must be logged in to view images. Log in or Register.]
I could basically make any 16-bit RPG in HTML5 if I had the time and budget.
*nod* totally. Hell, if you really wanted I bet you could make any 16-bit RPG in HTML 4 (I created the basic engine for an 8-bit one when I was bored once). It probably wouldn't perform very well, but you could do it [You must be logged in to view images. Log in or Register.]

It's amazing what web tech can do nowadays.
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  #12  
Old 03-20-2015, 12:44 PM
Maelfyn Maelfyn is offline
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What? Come on. It would perform well! I can move thousands of particles on the screen at once.
  #13  
Old 03-20-2015, 03:55 PM
xKoopa xKoopa is offline
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game is annoyingly addictive, but i cant see the whole thing on my screen (bottom of game goes past my monitor)

also cant close bank lols
  #14  
Old 03-20-2015, 03:57 PM
Maelfyn Maelfyn is offline
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You must have a really small monitor. It's only 768px tall. You can shrink the browser window and it will scale to fit. That might help. Also space bar should close any window. Or just click empty space somewhere.
  #15  
Old 03-20-2015, 04:12 PM
loramin loramin is offline
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Quote:
Originally Posted by Maelfyn [You must be logged in to view images. Log in or Register.]
What? Come on. It would perform well! I can move thousands of particles on the screen at once.
I meant an HTML4 version, ie. no Canvas, no SVG, just JavaScript moving DIVs around the page. I guess you might be able to make a performant 16-bit game that way, but I'd be nervous about it.
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  #16  
Old 03-20-2015, 04:14 PM
Maelfyn Maelfyn is offline
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Oh, oh, I see what you mean. Well, believe it or not, Nevergrind was entirely div-based about a year ago. Then I turned my brain on and started using canvas. It runs way better now than a year ago.
  #17  
Old 03-20-2015, 04:36 PM
loramin loramin is offline
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Quote:
Originally Posted by Maelfyn [You must be logged in to view images. Log in or Register.]
Then I turned my brain on and started using canvas. It runs way better now than a year ago.
[You must be logged in to view images. Log in or Register.]

Oh, and I did try wind up trying the game, and it looks great. Still not my cup of tea, but at least there was more to it than just the fight screen. You might want to consider including a few shots of other screens (eg. the map screen, the inventory overlay, the talking to the guard who looks like a pirate screen, etc.) on the kickstarter page/video. Even if the fight screen is 95% of what the game is about, showing some of the other parts could make it look like more of a complete game.
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  #18  
Old 03-20-2015, 10:11 PM
Zadrian Zadrian is offline
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I'll get it if you ever release it, but I've paid for tons of early access games - and they are somehow still in "early access" 3 years later.
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  #19  
Old 03-20-2015, 10:13 PM
Maelfyn Maelfyn is offline
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Really? Well, that's better than nothing. But I have several players already testing the actual product. It's already completed, but we're just testing for bugs. Pharmakos is one of the testers. Plus it would be a shame to miss out on those unique rewards [You must be logged in to view images. Log in or Register.] or the cupcakes.
  #20  
Old 03-25-2015, 06:08 PM
Klendathu Klendathu is offline
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I've dumped more time than I care to remember into Nevergrind. I play it for a week, leave it alone for a few, and when I come back, it's snazzier! (although my toons are always gone /sniff) I am looking forward to seeing what this game looks like when it's fully released.
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