.... You're reading the first post which is from 4 months ago The 1.7 update is: We're still busy at work (and having fun) Version 1.7 just keeps getting better! - iPhone 4 (retina) display support - High-res game graphics for newer hardware (iPod gen3, iPhone 3GS) - Fixed a problem with background music - Fixed a problem with video flicker - Fixed an upside-down keyboard - Added some sound effects
Evolution of Fargoal *6 months in 60 seconds (video teaser) Hello All, Check out our fun video on YouTube... For your viewing pleasure we present 6 months of development/testing "Sword of Fargoal" for iPhone in 60 sec — Share it on Facebook and Twitter!! http://bit.ly/bjUBVZ This video is an idea I came up with last night. I was importing six-months-worth of photos from my iPhone and noticed all the "Sword of Fargoal" screen shots from our playtests coming into iPhoto in quick succession. It looked way cool, so I started imagining music along with it! I wanted to share the experience with you — reflecting on all the hard work Madgarden, Elias, and I have put into this fun project over the last six months or more — especially Madgarden (Thanks Paul). And also to reflect on where we plan to go with it from here. This 2.0 update is one that I am really looking forward to. Please pass the video on and tell your friends about Fargoal. Follow us @fargoal and join as a Fan on Facebook here if you have not already: www.facebook.com/fargoal/ Thanks again for your ongoing support of "Sword of Fargoal" on iPhone and iPad. We are so appreciative of all of our fans. Sincerely, Jeff McCord, Fargoal, LLC www.fargoal.com
How about getting the characters to turn around? First off, I LOVE this game now. I got this game on the free app event I didn't get into it initially after 5 minutes of playing and put it off for a while. When I saw all the raves for this I decided to play it again much longer this time. I'm happy I did because I can't put it down now! While it does have a nice retro look, I can't help to think that I was initially put off by it because the charaters didn't turn around during battle. It looked really weird when a battle was going on and the characters are facing the opposite direction. Can you guys flip the sprites when the battles happen? Sort of like the way they do in Paper Mario where the characters are flat 2D and when they turn around it looked like flipping a card. I think this would be a neat effect and keep the same retro feel. Of course, you can keep it an option as to not offend people that like it the way it is. One last thing... How about lefty support? I play with my left hand and look at the mini map all the time. It'd be nice to see the mini map on the right hand side so that my left hand doesn't block the view. PS... I'm buying this for the iPad as I need to provide you with some compensation cause I'm enjoying this immensely! Keep up the good work!
I love the video, Paul! Also think it's a great idea. I'm not sure how you have room in your head for so many great ideas. Must be pushing out other things. Bet Mrs. Could come up with a list pretty quick, huh?
best.fans.ever Doffie. hah! The shelves in the garage, my broken light fixture in the rec room, the fan over the stove...all have been waiting 1.5 to 2 yrs to be fixed. At least he remembers my birthday, our anniversary and the boys birthdays, the important things! I'll take it
Help!!! I've played a few games and I always get stuck on level 2!!! I wander, fight things, get treasure and never find the stairs down to level 3. Do all monsters have to be killed for the stairs to appear? Can stairs be hidden in walls?
Hmm, no, you don't have to kill all the baddies to have the stair appear. Not sure what you mean by hidden in walls. If you pass through a tunnel into a new room though, yes there can be stairs in the new rooms. You've been through all the 4 rooms? Uncovered all the fog? Stairs going down will show as green on your mini map.
That's weird GregB, One other idea: Have you tried starting a second character and going into the new dungeon to see how the maps work out? (sounds like you may have because you say you have "played a few games..."). Our dungeon-generation routine is *nearly* foolproof, but I can imagine the there is the odd chance that part of a dungeon is blocked off by passages not connecting and therefore not having the requisite number of stairs in the right areas! ;^) Also, check for a pit (trap) — if you find one that will be a quick way down a few levels! Then you can find a different pathway up. Good luck, and post when you find out what may be going on. Screen shots are always good too! —*Jeff McCord
It's probably just me. The game looks fun but frustrating when I can't progress. Will try a new file, keep wandering, and be on the lookout for a green dot on the map in case I walk right by the stairs! Any chance of adding a d-pad control option?
Sounds to me like a bug lair (cave) with no stairs down, but there will be a tunnel. Is that the case, GregB? EDIT: And enough people have requested a d-pad that I will probably add something. The controls can already be used like a d-pad, but you can't see that without a visual cue. As for sprite flipping, we'll see. I tried it before, but didn't like how it looked. Maybe I'll play with it again.
First crash ever Too bad. My hero was in Legend mode, level 3.5 in the second floor dungeon. Game crashed and I figured it was a memory problem. Shut down the iPad and restarted, but when I re-launched Fargoal it had saved my hero at the very start in the first dungeon. Probably would have died before long anyway, but at that moment I didn't have the heart to begin again. Guess these things can happen with any or many games.
No idea re trigger, Paul. My hero was moving through a tunnel to another section of the dungeon and, bam, I was back at my home screen. The only "bad" part was losing my hero's progress. The game's memory for where I was when I left the game (for any reason) has been sterling through many dozens of games. Sorry I can't be more helpful, provide more info for you.
Yeah, right, sure. But I have an overpowering feeling that had I been able to slip through that tunnel, there, right in front of me on the dungeon floor, I'd have found one dragon scale shield and one temple shield (choose one) and would have been well on my way to a second Legendary Win. This being the case, you owe me one, I figure.
After having taken a few months off, I've been playing SoF again. I'm new to the last couple of updates and am playing on v1.7 (on my iphone 3GS) - wow, what a difference! I always explored each floor thoroughly, remaining an experience level or two above the dungeon level I was on, and basically almost always won on Legend mode. Now, using my exact same strategies and playing style, I have been killed at least a half dozen times this week, never making it past dungeon level 7 or 8! Some of these deaths happened quickly and were unexpected, but I was never left with the feeling it was a "cheap death" - exacted unfairly upon me. Great job, Paul, on the graphic updates and the game feel in general - leveling seems more evenhanded and realistic now, there is a great balance between traps and rewards, and the difficulty level on Legend seems spot on for keeping us on our toes without feeling the odds are unsurmountable! I know I've seen this mentioned before but have forgot - is there any difference between the male and female character we can play other than their appearance? Is one or the other stronger, faster, more skilled, faster healing, etc...
Hey hmansion, thanks! I'm glad your revisit to Sword of Fargoal has been refreshing. Just wait for 2.0. There's no functional difference between male and female fighters... it's just nice to have some personal choice I think. With 2.0 there will be a few more classes, available as IAP, to take care of the differences. Each new class will also have a male/female variation.