Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - AntiMatter_16

Pages: [1] 2 3 4
General Discussion / Re: Introductions and a Question
« on: December 01, 2019, 09:31:52 PM »
I check the forum occasionally, but almost never post. I actually tweeted at our host on twitter when I noticed the forum was down.

I rather wish we could get the word out better about Amulets and Armor. It's such a fun, well developed hidden gem.

General Discussion / Re: AA Favorite Details
« on: April 08, 2016, 09:25:03 PM »
It was always a nice detail that there were usually bones/corpses near traps. I also like that there are so many little items that don't really have a use, like buckets or swamp weed.

General Discussion / Re: Got suggestions for new/revised A&A content?
« on: February 22, 2016, 03:56:07 PM »
I think it's super great that someone is willing to give some love to the levels. They're fairly bug free, but a little polish could help a lot in some areas.

The Abandonware version of Amulets and Armor uses the additional skyboxes that are unused in the current "classic" release. Either the classic version uses levels that weren't completely up to date, or the abandonware levels got some love from somebody. Having played through both, I know of very few differences between them. Either way, I think assigning the unused skyboxes to the fixed levels would be a great improvement to atmosphere.

I kinda think that the "dormant secret area in Q3M1" was originally intended to be an alternate exit, one that you had to find in order to move on to the next mission. IIRC (off the top of my head) the exit text says something about a hidden connecting pathway to another barbarian clan that hadn't been used in years. I think there's another level like this in the Elmore Quest as well where you have to find the correct exit, as more than one exists. Though I could be mis-remembering.

I think that there are a number of unused text scrolls that are either unaccessable or not placed in the levels. I think re-integrating this lore by placing them or making them available would be good.

Also, as annoying as the acid is, I'm not inclined to provide immunity to it. It's a huge challenge to the game and speaks to the brutal nature of A&A. It's a hard game at times, which leads to a serious temptation to change that. I wouldn't be opposed to providing some potions or scrolls that would provide some temporary immunity though, so long as they're limited in supply.

General Discussion / Merry Christmas!
« on: December 25, 2015, 04:15:25 AM »
...And happy holidays to my fellow Amulets and Armor fans! And our wonderful developers!

Editing A&A / Re: DEMO map download
« on: December 06, 2015, 03:12:24 AM »
Nice screens! Looking forward to playing the new content. ^_^

General Discussion / Re: Resolution
« on: December 02, 2015, 12:01:05 AM »
Glad to hear things are moving a bit again. =)

Amulets and Armor on a phone or tablet would be an interesting design challenge.
Two imaginary joysticks in the bottom left and right could take care of movement and camera movement. Maybe tapping one could attack, and the other cast a spell.
Inventory would probably be best converted to a scrollable list, and things equipped/used by tapping and dropped by sliding.
Spells present another challenge though... Some sort of gesture based system might be interesting, though with so many spells, it might end up over complicated or hard to detect what the player means.

I like the idea of Amulets and Armor 2. =) The lore I uncovered while working on the wiki had a surprising amount of depth to it. The world is pretty well flushed out, but isn't over explained which leaves creates a lot of mystery for the player. I feel like Amulets and Armor itself is still very much a hidden gem though, so it might be hard to reach players with a sequel. Have you put any more thought into submitting A&A to steam greenlight or GOG as an indie game?

General Discussion / Re: Screenshots and Media
« on: November 23, 2015, 04:45:49 AM »
This fellow did a pretty decent review of A&A and a follow up after learning about the Community Edition.

Follow Up:

General Discussion / Re: Resolution
« on: November 23, 2015, 04:40:05 AM »
Sad day... But glad to hear some progress is being made. Looking forward to further developments. ^_^

General Discussion / Re: Resolution
« on: October 21, 2015, 06:15:03 PM »
How'd it go?

It would be awesome if he still had the CD. It would be the only known copy in existence, wouldn't it?

Knight is my favorite class as well. It's a tank.

General Discussion / Re: A few simple Questions about AA
« on: November 13, 2014, 11:33:17 AM »
I hope it gets done soon! It will certainly warrant another play through. ^_^

General Discussion / Re: Infinite lives are too lame?
« on: September 12, 2014, 03:18:44 PM »
I'd always felt dropping items was a huge punishment, especially after I spent 5 minutes organizing it all (I'm a pack-rat). When the option to disable dropping items on death was added, the temptation to enable it was too great, and it removed all incentive NOT to die for me. I'd just leave all my money in the bank.

Different difficulty modes could be an option so the player can choose their own punishment.
Easy - Lose a portion of gold
Normal - Drop Items, lose a portion of gold
Hard - Drop items, lose a portion of gold, temporarily lose stats until level completed
Insane - Drop items, lose a portion of gold, temporarily lose stats until level (or quest if you're evil) completed, 5 lives max per level or you fail (or if you're feeling REALLY evil, 5 lives max per QUEST or you fail).

The A&A 1.04 installer creates about 250-300 instances of "vcredist_x86.exe" and seems to hang. This has happened to me on Vista x64 and Win7 x64.

General Discussion / Screenshots and Media
« on: May 14, 2014, 07:41:13 PM »
I was thinking that a Media section showcasing some screenshots, and perhaps some links to youtube videos might be good to have on the main page of the website, to showcase the game a little bit more to those that happen upon the website.

Editing A&A / Re: [COMPLETE] The Trial of Time Quest Pack
« on: April 13, 2014, 02:29:15 AM »
Finally finished this campaign (I've been meaning to for a while), and found it really enjoyable. Soon after it first came out, I tried a playthrough with a mage, and got my butt kicked. (Mage is really weak). Although I completed the quest (this time with a Knight), I get the sense that I've missed a lot. I really liked how a lot of the regular enemies from later levels were used as sort of minibosses in this campaign. There was also a fair bit to explore here and there, and there seem to be a lot of secrets. There was a lot of attention to detail on the missions too. A solid quest! I'll be replaying this in the future, but I hope you make more. ^_^

Pages: [1] 2 3 4