View Single Post
Posts: 1 | Thanked: 9 times | Joined on Aug 2011
#93
Frogatto Dev here; I want to throw a shout-out to PH5 for being awesome and doing the maemo port.

@AndyTitan: that problem should be fixed in trunk.

We'd introduced a new fixed-point variable system into our scripting language, and it didn't play nice with the min()/max() functions. We've since fixed that, and will probably have another update out in the vaguely near future. Possibly a couple weeks, since I don't think there are any blockers.

Originally Posted by Patroclo View Post
Originally Posted by Parlapipas View Post
LOL buddy. Use the keyboard arrows and move the frog towards a door and then use the up arrow to enter the door.
Thank you. I could not imagine that a Nobel prize was a minimum requirement to play this game.
Or basic literacy, since the instructions on how to enter doors are printed right there on the titlescreen.

We use a "clever" trick to force people to learn the controls on the titlescreen; the titlescreen basically is the first of two tutorial levels, and has about 6 sentences of text that explain how to play. What we figure is that people will be confused for a moment, and in their confusion, will look around at the very sparse screen; and they'll see, front and center, the text describing how to play the whole game. They can sit there on the titlescreen, and figure out the controls (with no consequences), and with the explanation right above them.

It's kind of a novel approach, and we're gonna lose a certain tiny percentage of mouth-breathing idiots who get impatient/refuse-to-read/throw-a-tantrum because the game isn't an exact clone of everything they've ever played before... but frankly, with that kind of attitude, these same people would inevitably get hung up on tons of other stuff in the game. Anything that's remotely interesting, innovative, or anything that requires complex thought at all. So these people are kind of a lost cause.
 

The Following 9 Users Say Thank You to Jetrel For This Useful Post: