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One bad apple SPOILS THE CROP.

I think that's an old farmer saying or some shit. It's about apples at least.

I never was good at analogies.
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I fucking hate this planet.

That's like hating a tree for one bad apple.
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Depends on what you mean by extension of the 16-bit era. These current games take advantage of so much more hardware power than what was available to games back then. Are you just referring to 2D games or games that follow the style of 16-bit games in terms of gameplay?
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I received the shirt today and it fits nicely. Thank you very, very much ATARI!
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Blade Runner (PC point and click adventure game). I got up to a point where I'm running from a bomb, but try as I might, I couldn't outrun it. Turns out it was a timing issue with faster CPUs. I just lost interest at that point, though. It's a great game and I may return to it.

Outcast (again, a PC adventure game, but not point and click). I warped to some watery world and then I lost interest. Another great game that I may return to someday.

Quest for Glory V. I played through and loved Quest for Glory 1-4 (except 3, that was a clearly rushed game with some poorly-implemented mechanics). Quest for Glory V bored the hell out of me. The game felt unfocused and I disliked how they ditched adventure elements for more RPG elements. I probably would have completed this game if they put in co-op. Unfortunately co-op play was dropped during development.
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Sure, I'll take it. PM me your paypal e-mail and I'll send you $5 and PM you my address.
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It'd probably be better if you do make a dedicated animal thread instead of having this be used as one.
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Avenging Spirit is a platformer where you can possess anyone and then use their abilities. It's a port of an arcade game of the same name and it's the only home version of that game. Pretty good stuff.

Shantae is another good game. Also a platformer but has you going through dungeons and stuff. Sort of reminds me of the Zelda games, but at a side view.
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Why would you want to upgrade in the first place? That 5850 is sufficient for pretty much any task. I don't think you'll get your money's worth out of crossfire since performance is highly dependant on drivers and sometimes you get no performance benefit or even negative performance with such a setup.
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For whatever reason the game shows a console, but the actual window does not show up. I think it's a problem with my computer though, because something like that happened to me before with someone else's game and it worked fine for others. I'll see if I can straighten this out.

Edit: I tried running the game in a virtual machine running Windows XP and it worked, but it'll lag under that since Virtual PC sucks. By the way, I'm running Windows 7 64-bit, so if anyone else encounters the same problem...
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a topic like this is better than no topic at all. why don't you post your proposed topic for meaningful discussion.

Actually, constant messages of "this place is dead" really only makes this place seem more dead because it means the users have essentially given up on it. As for my topic, I'll get around to it eventually.
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If you made a topic that could hold meaningful discussion instead of yet another topic pointing out problems (and yes, I know I'm guilty of making such a topic), maybe things would change around here.
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We could at least use more moderators.
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Has there ever been an Xbox 360 game that allowed keyboard and mouse controls?
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weapon that you control with a wheel that sends out multicolored beams that bounce off the environment and collide with objects
timing music with game events if possible
other stuff

I have a mockup in gm. the important thing is precise clipping to the "platform" shapes so I can paste a bmp slope into a level and you'd be able to collide with it and walk up/down it. I already have that but I'm not devoted to using gm

That's quite the coincidence because I recently finished a game with similar concepts: http://www.saltw.net/index.php?topic=82518.0
The game has laser beams that can bounce off certain walls. Levels are composed of a 2D array built from arbitrarily-placed lines, somewhat like a bitmap, so hit detection had to account for that. It was programmed in C++ using SFML (http://www.sfml-dev.org/index.php).

I don't know how good your programming skills are, but SFML is easy to pickup and sets up all the platform-dependant stuff like creating a window and drawing with the GPU.
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anyone here know someone who would be interested in helping me program my game? there's some different stuff I want to do that seems like it'll require some actual programming knowledge to complete rather than what little I know plus whatever I can get out of asking questions on forums. I don't know anyone who does this stuff. like I know some of you guys can program web stuff but I don't even know if that translates. I want to finish it before the end of summer, please help!

uh I made a trailer for it a couple days ago but it doesn't really say anything about the game it's mostly just a video
http://www.youtube.com/watch?v=R0yNIwFum6s

So what kind of game are you making? A side-scrolling platformer? If you don't mind, please describe what exactly you think you'd need programming knowledge to do.
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The place is overrun with spammers and nothing seems to be done with them. Hell, sometimes spam topics receive more posts than legitimate topics. Is anything actually being done to revitalize SW or is it going to die a slow painful death?
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Played through the Duke Nukem Forever demo. Was pissed that they just repacked the demo demo they showed at PAX, but I didn't care that much since my early access code was free. The game shows promise, but is rough in a number of areas. I hated the auto-regenerating health and two-weapon systems since they ruined the pacing. I really hope mods will show up shortly after release with a medkit system and the ability to carry all of the weapons. The graphics looked fine to me, I needed to disable the post-processing effects though, since those looked horrible. Overall, the game had a fun fast pace (when you weren't running back to swap weapons or sitting behind cover to magically regenerate your health) and there was a good bit of variety in level design, weapons, objectives, and enemies.
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Well, I wrapped up development and the full game is finished. I priced it at $6.99, but if you use the coupon code "earlybird" (without quotes) by June 20 it's $4.99.

More information here: http://www.geocities.ws/gamestew/
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Thank you. I'm glad the trailer turned out okay.

By the way, I've been updating the demo over the past few days and made quite a few changes. The link in the opening post has been updated to the latest version.