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  #61  
Old 02-13-2011, 03:02 AM
Kamaeru Kamaeru is offline
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Lame. Please cancel the project.
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  #62  
Old 02-13-2011, 07:42 AM
alarid0 alarid0 is offline
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Quote:
Originally Posted by scriptless View Post
Yes, with tilelayers you CAN change water color. Just not sure on the sand/grass to water.. because changing the RGBA of the tile would change the whole tile. Possible custom tileset for second layer with textures since anything above layer 0 is non blocking.

I was actually working on a system that used 2 layers for diving. When player dives the water becomes transparent.. the ground would then become black cuz your under water and cannot see it.. and I used 3 layers for this effect.

Woah hold up I missed this post on my first pass... are you telling me Graal is able to work with two tilesets laid over each other? That's...that's in the engine now?
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  #63  
Old 02-13-2011, 08:11 AM
Tigairius Tigairius is offline
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Originally Posted by alarid0 View Post
Woah hold up I missed this post on my first pass... are you telling me Graal is able to work with two tilesets laid over each other? That's...that's in the engine now?
No, it can't. It can do tilelayers where tiles can be laid over each other but it requires you to use the same tileset.
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  #64  
Old 02-13-2011, 05:07 PM
alarid0 alarid0 is offline
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What about 24bit png? Can transparency be used for that layering?
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  #65  
Old 02-14-2011, 10:53 PM
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nope...
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  #66  
Old 03-13-2011, 07:12 PM
skillmaster19 skillmaster19 is offline
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What will the Payment systems be like? Will you pay money to get in game bonuses such as currency(Freemium), or will you pay to unlock content such as dungeons? Will there be subscriptions? I think paying to unlock content is the most profitable and most fair for gameplay, as seen on the iPhone MMO pocket legends. (except the freemium method is used as well)Subscriptions would scare away many players, and in game bonuses ruin gameplay; why farm for 4 hours when you can just buy 5000 gold with $1?
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  #67  
Old 03-13-2011, 07:22 PM
MattKan MattKan is offline
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Quote:
Originally Posted by skillmaster19 View Post
What will the Payment systems be like? Will you pay money to get in game bonuses such as currency(Freemium), or will you pay to unlock content such as dungeons? Will there be subscriptions? I think paying to unlock content is the most profitable and most fair for gameplay, as seen on the iPhone MMO pocket legends. (except the freemium method is used as well)Subscriptions would scare away many players, and in game bonuses ruin gameplay; why farm for 4 hours when you can just buy 5000 gold with $1?
I think you should pay 2 bucks for the game and be done with it, tbh
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On the other hand, free-to-play games, if unbalanced, could result in some consumers paying extremely large amounts of money, and we can certainly not expect to build a good relationship with our consumers in this fashion. In order to have a favorable long-term relationship, we would like to offer free-to-play games that are balanced and reasonable.
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  #68  
Old 03-13-2011, 10:39 PM
skillmaster19 skillmaster19 is offline
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Originally Posted by MattKan View Post
I think you should pay 2 bucks for the game and be done with it, tbh
I honestly would prefer this too, but I know Stefan would never do that.
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  #69  
Old 03-13-2011, 11:13 PM
Shards-Of-Fate Shards-Of-Fate is offline
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I've never been a fan of cash shops. But honestly, I've never been a fan of subscriptions either.
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  #70  
Old 03-13-2011, 11:35 PM
HomoPanda HomoPanda is offline
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Quote:
Originally Posted by skillmaster19 View Post
I honestly would prefer this too, but I know Stefan would never do that.
its all about money in the real & gaming world
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  #71  
Old 03-13-2011, 11:48 PM
skillmaster19 skillmaster19 is offline
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Here is the order in which I would prefer Kingdoms be marketed
#1: one time purchase(Doubt Stefan would be willing to do this)
#2 Subscriptions (cheap, 0.99-1.99/Month, I would never pay more than $5 a month)
#3: content(dungeons) purchases
#4:.(least preferred) Cash shops. Cash shops provide an unfair advantage against other players. It doesn't matter on Classic because the gameplay is casual and money does not effect PVP, nor does it matter much on Era as you do not need much money on it to get a good weapon(yet). However on Kingdoms, PVP will probably heavily rely on your level and weapon. If a player could simply spend $40 on in game currency at the beginning on the game, he or she could get a great weapon and have an unfair advantage over someone who only spends $10 or doesn't pay at all. If a player spends $20 on exp boosting potions, that will completely kill the fun at the beginning of the game, when everyone starts out equal. The player might play 2 hours and reach level 15 and a player who spends 4 hours might only reach level 10. I will be very dissapointed if I find out Kingdoms iPhone takes this path.

Off topic, but can you tell us if the combat system will more focus on action or strategy? For example if player a swings his sword, could player b shield it if he times it right? Will spells be casted automatically or will they be aimed?

Last edited by skillmaster19; 03-13-2011 at 11:49 PM.. Reason: two characters made a frown face
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  #72  
Old 03-13-2011, 11:52 PM
MattKan MattKan is offline
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Quote:
Originally Posted by HomoPanda View Post
its all about money in the real & gaming world
Yeah but I think that with effort there can somehow be an arrangement that will both earn the owner money, which they deserve, and give players bang for their buck, which they deserve.
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Quote:
Originally Posted by Satoru Iwata
On the other hand, free-to-play games, if unbalanced, could result in some consumers paying extremely large amounts of money, and we can certainly not expect to build a good relationship with our consumers in this fashion. In order to have a favorable long-term relationship, we would like to offer free-to-play games that are balanced and reasonable.
Quote:
Originally Posted by Unximad
Eurocenter Games remains attached to the values of indies game developer and to the service our playerbase community.
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  #73  
Old 08-09-2011, 03:53 AM
LordBryson LordBryson is offline
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So when are you planning to release this now?
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  #74  
Old 08-09-2011, 06:46 AM
Seeya Seeya is offline
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One time purchase is silly without a trial gameplay, just make the game completely free to play with upgrades (Like exp bonuses, cash multiplier (1.5x money doing jobs or quicker mining/whatever)

could also have skins on your gear for money. Make the skins permanent, price them accordingly.

and perhaps a while after release you could offer larger bonuses, new areas to unlock for $$$ or ingame cash.
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  #75  
Old 08-09-2011, 05:50 PM
james544 james544 is offline
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I'd really like to see this completed some time soon.
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