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prophetik music

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Everything posted by prophetik music

  1. that looks pretty cool =) inefficient in terms of space and materials usage, but it looks awesome. i'm planning on converting the under-floor room that i have currently into an extensive underwater farm, and converting the area that's currently the farm into a library. i'd happily pay reeds, cacti, iron (ingots or blocks), and bookcases in exchange for lots more wood and sand/glass. i need a ton =) anyone interested? i'm starting to stripmine the local areas for sand, and i definitely don't have much in the way of wood locally.
  2. =) there's a surprisingly limited amount of lag, all told, too.
  3. once we get everything worked out, i might ask him to up it to 12 people. it'd be around 20$ a month, but i'm sure enough of us can pitch in to make it work.
  4. awesome =) i'm looking forward to playing! please clear the "name" of the server off of that post, or else plan to implement a whitelist.
  5. just let us know what his paypal is so we can jump in.
  6. yeah, just let me know how much. do they offer a way to import the previous world? we should also distribute the server details quietly, so that we don't have people who paid unable to log in.
  7. i'd go monthly. it's a bit more, but we might as well make sure it's going to get used, you know. i don't think it'd be a good idea to get a ton of money in a service and then find out it sucks. crowbar, if you want to go that route, i can get you five dollars no problem. a 12-16 person server would be cheap, and i think it'd work out well.
  8. i think australia would have too much lag. honestly, i'd be happy to pay the five or ten dollars it'd take to get some people online (if you told me your power supply size and efficiency, or your model number, i could tell you how much it'd cost for the year), but i don't think that that would be a viable option. and while i'd be happy to manage an online server, at the same time i don't think people are going to want to pay to play the game in its current state. i think that, at this point, we might just want to find another server and populate that one.
  9. i'm a big fan of the XMB on the PS3, but to be honest i prefer the interface that the 360 uses. yeah, you can customize some aspects of the PS3's interface, but the menus on the PS3 are limited when it comes to loading lots of content in real time. i usually have to wait to see what's what. not to mention that while there are just as many ads as 360 in the PS3 marketplace, there are none in the menu that you spend all your time in (my xbox). xbox just puts the marketplace content first and foremost, rather than hidden in a menu that you have to sign into to access - which, honestly, i prefer, because i'd miss a lot of stuff if i wasn't able to just browse the spotlight channel like i can now. it's even poorer on the PSP, where you're waiting for several seconds just for the names of what you're looking at to load on-screen.
  10. it'd be a $1.00-1.50 a month. that said, if the server's back up at some point, fantastic. i'm really just looking for a community option to be able to play.
  11. i grew up in clarence center. i'm in houghton, south of warsaw, now.

  12. a 16-person server through multiplay is approximately 20$ a month with no prepay. how many people would be interested in playing on an ocr-based server? if we scaled it back to, say, 8 (10$), or 12 (15$), that's also reasonable.
  13. OSHI i just realized you're from potsdam! i'm originally from buffalo, living south of rochester now. i don't know if the bills will lose this game, though... =)
  14. the TF2ers took it down. it's not functional currently. is it possible to get it turned on tomorrow during the day? i'd love to be able to play some while watching the football game.
  15. following on the relative obscurity of Rogue Pirate Ninja Interactive's first game, iRis AG, RPNi has officially released our second game for iPhone, iTouch, and iPad, "Tower Assault! Curse of Zombie Island". Tower Assault! Curse of Zombie Island $2.99 for RPNi's first game, we created a game that was basically an inversion of Tetris's gameplay. for TA!CZI, we created a game that is an inversion of the ubiquitous Tower Defense game. instead of organizing and managing an ever-growing armada of towers to defend against a variety of enemies following a beaten track, in TA:CZI you organize and manage a horde of zombies to attack villages, topple fortresses, and navigate puzzles. zombies being zombies, they'll just wander around aimlessly without your direction. as a successful pirate captain bent on recovering your treasure and raising the curse on your zombified crew, you fire brains from a cannon at the area you want your zombies to attack (or move to). the game features several hours worth of gameplay, with each battle being under three minutes in length. there are also a variety of level designs, including puzzles, boss levels, and bonus levels available for play. we'll also be releasing an HD version for iPad and iPhone 4 as soon as it gets cleared by Apple. (here's one of the big puzzle levels) (here's one of the tower assault levels) (here's one of the three overworld maps here are a few screens for our game. in terms of the technical side of things, TA!CZI uses a custom-built engine, geWiz ES B3 "Bruno" (modified from iRis's engine) created by OCR's own Johannes_Von_Luck. with over 84 thousand lines of code, the engine is a technical feat of engineering in and of itself, considering that johannes basically did everything himself in a relatively short amount of time. now, why am i pimping this game? easy. i wrote the entire soundtrack for the game, and did all the voice and sound effects as well. this is my second shipped product, and i feel very comfortable with the overall quality of it. some of the voice effects are actually kind of funny =) when jonathan initially started talking about this concept with me, we decided to go with a caribbean theme for the audio, initially focusing on using instruments native to the area for the overworld themes. the 'battle' themes feature more modern instrumentation, and are rearrangements of the overworld theme in that area. i also drew a lot of inspiration from horror films, the Spanish flamenco, and the 8-bit games of our youth. the game is being sold in the App Store for $2.99. the OST is freely available from the website, at this link, as well as some wallpapers made by our artist. i'd also encourage you to look at the website itself, as johannes has done a lot of work on it. he often posts dev blogs, random musings, and other stuff that's always worth a read. links: Rogue Pirate Ninja Interactive official website - info about the devs, game, and other random topics. there's also a support and conversation forum. RPNi's Twitter account - johannes is very active on this. RPNi's YouTube account. we'll post gameplay videos and teasers for our next project here.
  16. holy crap, this video is spectacular! i seriously thought this was a total joke until i realized that it's got like 4.5m hits.
  17. clearly they were not happy with the massive halloween update.
  18. clearly, i've been a complete ass about this, and there's no culpability elsewhere. sorry for wanting to play this game with the rest of the community. i guess it's all my fault. sorry for complaining about it, powerjesus. i'm sure all the extra people online for the halloween special event - you said 12 minimum, right? - weren't on there for the halloween special event, but just because they love to play TF2 constantly. i also like how you ignored my commentary about time-of-day, where i noted that there's rarely anyone online during the middle of the day, and most people play late at night. i'm sure that the six or seven people who were online with reserved slots during the day could work alongside of the ten or so minecraft players during the day, and then you just shut it down when the whole horde of TF2ers show up at night. but that's just me. i obviously don't know what i'm talking about with this stuff. i've got a server sitting at my house, but i don't have the internet connection to make it worthwhile putting it online. too bad.
  19. he started the second version in fall of 2005, i think. the first edition was mid-2002, i think.
  20. probably because no one else has a server. edit: it's STILL off? no one plays TF2 during the middle of the day! dammit.
  21. while looking at this, i noticed that there's never more than five or six people online at any time besides around 7-930pm or so. so, couldn't they just shut the minecraft server down for those two or three hours, and then turn it back on when there's no one on TF2?
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