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DF Bert

Double Fine
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Everything posted by DF Bert

  1. Indeed, it was no longer a top secret code name after that episode but we never got around to changing it.
  2. Hi, all. There's some recent footage of Headlander and Gnog over at Venus Patrol's Twitch channel. http://www.twitch.tv/venuspatrol/v/18553783
  3. Shouldn't say much about this either but it's not too difficult to think of reasons why.
  4. It's closer to 4 than 40, not counting people outside of Double Fine.
  5. The original prototype was also a side scroller.
  6. David Earl, who's worked on previous Double Fine games.
  7. I consider Headlander being part of AF an experiment. A prototype had already been created prior to the AF that it was featured in. I don't think that's true for any other AF pitch (maybe Brazen if that counts). People always reacted positively to the prototype so we always felt like it had a good chance of being made. We do our best to get as many AF games made as possible. We've pitched all the games from the public AFs and the vast majority from the earlier ones.
  8. Hi, aratuk. There are currently no plans for an iOS version.
  9. I'm not on the project so I really shouldn't say much but here's the latest dott changelist description:
  10. I just saw people working on it as I sat back down at my desk!
  11. A little video filmed in the past week for Maker Camp 2015.
  12. Unfortunately, I would say chances are slim at this point. The main problem is BL wasn't created with mod support in mind so it's not something that can be quickly added and it would be difficult to find the time for such an undertaking.
  13. http://www.ew.com/article/2015/05/19/elijah-wood-tim-schafer-broken-age
  14. I haven't heard any Broken Age numbers but that's generally true of our games. We don't have the biggest marketing so we rely on word of mouth and sales meaning it takes time to get the games into people's hands.
  15. Please send more detailed information about your issue to support@doublefine.com.
  16. We do regret the 3.3 requirement. It was an oversight that's difficult to change now. If we could do it over, we wouldn't require it.
  17. Thanks, SmashManiac. Admittedly, this one snuck up on a lot of us here too.
  18. To be clear, Moai was the engine used for those games. 2HB is an editor that works with both Moai and Buddha, the two engines that we use here. It's too early to say what engine the next game will use.
  19. We do finally have some time to update some of our tools like 2HB in preparation for new projects. Otherwise, it's definitely too early to mention any of the projects. I'm pretty sure there will be another Amnesia Fortnight eventually but I don't know when yet. Other than that, stay tuned!
  20. Hi, I found a problem and it solves the bug encountered in step 9 by dos. Step 11 is expected. You aren't allowed to use the teleporters if it would shrink your head below the normal size. Step 16 (the first one) is also correct. The teleporter logic changed for Act 2 (for reasons I can't remember) so this is allowed.
  21. By the way, a bug where the correct dialog option didn't appear was recently discovered and fixed. That could have been the cause for some of the frustration.
  22. DF Bert


    An interview with the audio team: http://designingsound.org/2015/04/broken-age-an-interview-with-camden-stoddard-and-the-audio-team-at-double-fine/
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