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Old 08-19-2012, 01:11 AM   #26
Bobby Swisha
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You should call it Potion Lohr.
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Old 08-19-2012, 01:31 AM   #27
Pizza The Hut
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http://3dmm.com/showthread.php?t=44404
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Old 08-19-2012, 07:43 PM   #28
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COOL
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Old 09-01-2012, 12:02 PM   #29
Pizza The Hut
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woo-hoo, it's officially out!

http://www.windowsphone.com/en-US/ap...4-e37be5882cf6
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Old 09-01-2012, 01:29 PM   #30
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my friend threw together this quick trailer too:

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Old 09-18-2012, 03:57 AM   #31
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Ladies and gentlemen, I present Dominator Dan's fine contribution to this game:



It shall be used as a background in the marketplace as well as wherever else we feel like.

Great work Dan, thanks!
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Old 09-18-2012, 08:45 AM   #32
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I think this deserves to be timelined.


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Old 10-21-2012, 03:00 AM   #33
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awesome review posted:

http://wmpoweruser.com/game-review-potion-lore/
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Old 10-21-2012, 03:16 AM   #34
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Nice work. Review made me wanna play it.
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Old 10-21-2012, 03:43 AM   #35
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is this gonna be available for Windows (pre-8)? or are there phone OS emulators or something?


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Old 10-21-2012, 04:53 AM   #36
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There is a free phone emulator but it requires a lot of other bullshit (developer tools) to be installed alongside it...I've given it to a few people despite that though, so they could try it. If anyone wants, I don't want to publicly put my game package up anywhere but PM me and I'll send it to you along with how to install the emulator & play.

Windows 7 would not be too tough to release to though, maybe throw it on Steam or something. However this would probably happen sometime after the other planned ports as they take priority.
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Old 10-22-2012, 03:45 AM   #37
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Glad to hear it's reviewing well Pizza, it's thoroughly well made puzzle game - you guys deserve it!


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Old 11-16-2013, 01:43 AM   #38
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hey

I made a PC port as I'd talked about before - it was surprisingly WAY easier than I expected, should've done it earlier!

In more unfortunate news I think we are going to abandon the iOS/Android ports, sorry. We are too eager to get to other stuff and have had a lot more shit going on and that shit would just take way too much time and/or money at this point. But at least with this PC port most people can play it now, which satisfies me enough.

Anyways here it is!

Potion Lore: Official Quick 'n Dirty Windows Port

Um I think it would probably work on XP & Vista as long as you have .NET Framework 3.0 (I think), haven't tested. But definitely Windows 7+ should work. If anyone has any problems getting it running let me know here or via PM or facebook!

Installation:
Download this:

http://hexfiresoftware.com/builds/PotionLore.zip

Unzip it somewhere. Before you try running the game, make sure you have the XNA redistributable. Run xnafx40_redist.msi and install it.

The game is located in PotionLore folder and it's called PotionLore.exe. Now before you run the game, put the PotionLore folder wherever you want it (for example, C:\Program Files) : take note that the directory matters in terms of saves. The short version: choose a directory, doesn't matter where, and don't move it from that directory; if you do the save data resets.

The longer version is that I was lazy about using IsolatedStorage in the same way as the phone, so every new directory you run the EXE from is its own totally separate "save file" so to speak. But don't worry, it never disappears, so if you move it once accidentally, just move it back to where you had the save data and it will be back (or start over at the new preferred location).

Anyway, once again let me know here, via PM or FB if you have any problems with installation, and please let me know your feedback!

Bonus Content (aka I was too lazy to properly add it):
I was too lazy to get video actually playing right within the window, so this is the only feature I didn't get ported over correctly. But it's still included in the package, check out the PotionLore\Content\Video folder to see the cutscenes! On the phone version they play when you start each world, as well as one final one.

Oh I'd nearly forgotten, check the credits ;) (it's in the title screen, click the little potion button)

Last edited by Pizza The Hut : 11-16-2013 at 08:06 AM.
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Old 02-02-2014, 11:29 PM   #39
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Did anyone install this?

I'll make it more simple cause there was a lotta text above:

Install XNA redistributable and run the fucking game.

For more deets check above post
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Old 02-02-2014, 11:59 PM   #40
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I will try to get this running over Wine...
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Old 02-03-2014, 12:33 AM   #41
Rabid Dinosaur
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ooh, I'll do this soon. awesome.


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Old 02-04-2014, 07:06 PM   #42
James Burgon
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Man you really shouldn't give up on an iOS version.
Or maybe make a Mac version. I just want to play it and spread the word to my friends etc.
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Old 02-04-2014, 07:34 PM   #43
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Since it's using .NET framework and XNA, I wonder how you made the iOS/Android version, Scott? Did you use Mono or something? .NET and XNA are the cause why tons of games/programs aren't on Mac/Linux which fucking sucks.
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Old 02-04-2014, 07:38 PM   #44
Rabid Dinosaur
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he abandoned them


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Old 02-04-2014, 08:09 PM   #45
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actually xna isn't really responsible for that many professional games. bastion is the only one I can think of off the top of my head, and that was ported using Mono.

I was gonna rewrite the entire codebase in C++ cause fuck mono (costs $$ for iOS & Android), but that is a lot of work and I want to get to other projects.

Mono would be free for mac/linux so I suppose I could look into that. I probably won't though, LOL.
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Old 02-06-2014, 05:16 AM   #46
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i just played to level 10. really cool to hear my song on the opening screen

you clearly did a very good job with this, but i suck at games like this. i will say that the smoke grenades having no time indicator and no visual cue that they are about to run out, and the guards being able to unstuck themselves with no visual cue, was a bit annoying the few times that i did mess up. but this is the sort of thing that you just get used to as you keep playing.
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Old 02-06-2014, 05:58 AM   #47
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thanks for the feedback.

we had toyed with more cues for stuff but it ended up looking shitty. there is probably a subtle medium ground to be achieved but we didn't go far to achieve it I'll admit. these are things that would likely go in updates if we care to do that in the future.

honestly at this point we are just eager to move on to newer stuff we have in mind. we learned a crapload from this, and it's really not bad for a first (complete) game. not to say this is being "abandoned" or that we don't give a damn anymore, but it's not the highest priority.
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