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机械迷城 Machinarium
游戏类型:
开发厂商:Amanita Design team
发售日期:日
发行厂商:Amanita Design team
官方网站:
游戏平台:PC
游戏语言:英文
推荐下载软件大小:346MB
游戏画面 / GAME PICTURES
游戏介绍 / BRIEF INTRODUCTION
推荐配置:
操作系统:Windows 7
处理器:4核Intel或AMD的CPU
显卡:Nvidia GeForce GTX 560或ATI Radeon 6950
硬盘空间:15GB
最低配置:
操作系统:Windows 7
处理器:Core 2 Duo 2.4 GHz或Althon X2 2.7 GHz
显卡:ATI Radeon 3870、Nvidia GeForce 8800 GT或更高
硬盘空间:15GB
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(华东/华南)机械迷城电猫那关的带梯子的维修工走到右边了怎么走回来_百度知道
机械迷城电猫那关的带梯子的维修工走到右边了怎么走回来
焊工走右边我才拼图所没机拔插
提问者采纳
场景十(游戏机房外) 维修机器、鸟猫先查看箭符号电线杆底座现拼图游戏刚点笨鸟飞叼走块其实拼图难度降低先拼剩余部(拼图内容让电路连通电线两块空缺再观察各块间接口拼图应该容易搞定)走桥间身体发现笨鸟竟模仿阿Q伸缩才两三(鼠标滑慢点两)电线竟断笨鸟摔吐块拼图先电线系桥栏杆再完拼图电线通爬维修工准备抓猫猫倒聪明往洞躲没办气电焊插拔掉维修工气阿Q摔站起立刻点击吊红色电线(定要赶维修工插插前剧情容易卡住)接着维修工往右边移再爬抓猫猫往左边跑跳栏杆电傻改变拼图断电终于抓猫场景九用猫乐手乐器鼠弄阿Q努力乐队复众陶醉欢快音乐(阿Q随着音乐跳舞挺段音乐挺错)包租婆忍忍竟台收音机扔……捡起收音机喇叭组合起阿Q想起广场怜轮椅哪给弄点油补补往左边门城堡入口吊桥处用油壶接点滴油全费功夫广场看轮椅期盼目光阿Q涌股巨兴奋接着油壶递伙要再帮我弄点葵瓜油我骨碍事事做底阿Q打移走露水道盖
提问者评价
“先把电线系到桥栏杆上,再完成拼图电线就通了”这说出了重点,谢谢
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出门在外也不愁机械迷城汉化版手机游戏
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下载:56,312次
平台:Android
宏碁Liquid mini(e310)汉化版手机游戏机械迷城
汉化版游戏绝对是今年最好玩的游戏之一。这款游戏内容新奇,画面精美,制作精良,深受玩家青睐。周围很多朋友都在玩呢,你也不要错过哦,赶紧来九游网下载试一试吧。
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请选择机型Liquid mini(e310)
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九游()是手机游戏下载第一门户,提供最新宏碁宏碁Liquid mini(e310)下载、礼包、激活码,最好玩的机械迷城攻略,欢迎访问与玩家交流。
《 Machinarium》是一款由捷克独立开发小组Amanita Design设计制作的最新作品冒险解谜游戏,以独特的水墨风格为主,在游戏中每个人都是机器人,包括游戏中的主角,曾于2009年独立游戏节上斩获了视觉艺术奖!
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关于宏碁Liquid mini(e310)
宏碁集团(acer)创立于1976年,是全球第二大个人电脑品牌,宏碁以性价比优势在2009年以来销量一直占据全球前两名。主要从事自主品牌的笔记本电脑、台式机、液晶显示器、服务器及数字家庭等产品的研发、设计、行销与服务,持续提供全球消费者易用、可靠的资讯产品。 专区提供最新手机游戏免费下载。
Liquid mini(e310)的分辨率为320*480,是宏碁生产的一款触屏手机。宏碁Liquid mini(e310)手机用户可通过九游下载。《机械迷城》设计师谈工作室发展及游戏新版本
发布时间: 18:13:34
作者:Tom Krcha
几个月前,我碰到几位来自Amanita Design的成员。我们谈论《机械迷城》在桌面平台所获得的成就。当时Adobe AIR 2.7刚植入iOS、Android和PlayBook不久,随后他们就决定将游戏移植至平板电脑。
这款游戏已于日入驻iOS App Store商店!
Machinarium
下面是有关Jakub Dvorsk?的采访内容(游戏邦注:Jakub Dvorsk?是这款游戏的设计师和项目总监)。
你们之前推出了iPad版《机械迷城》,可以谈谈Amanita Design的发展历程,以及你们如何着手制作益智/探险游戏?
Amanita Design成立于2003年,当时我刚推出免费网页游戏《银河历险记》,这是我在艺术学院的毕业作品。早在念初中的时候,我就已推出几款探险游戏。从那时起,我就找到几个很棒的伙伴,现在工作室由9个优秀成员组成。我们完全独立,自己筹资,但我们依然继续制作探险游戏。当然我们也尝试突破此题材,让游戏变得更富趣味,更赏心悦目,同时兼具挑战性。
samorost 1
《机械迷城》的原始构思来自哪里?
首先我们清楚自己要制作的是大型探险游戏,游戏要和我们之前的Flash游戏有所不同,内容要更复杂。然后我们就想到将机器人作为游戏主角,其生活在机器人世界。注满机器人的奇怪垂直城市构思早在10年我就已经想到,当时我正在荷兰进行留学生交流。我深受当地现代功能建筑和单调特点的影响。
从绘制草图都最终发行总共耗费多长时间?
我们投入将近3年时间。这是个漫长的过程,始终着眼一个项目绝非易事。当然整个游戏在此过程中也发生很大变化。基本构思要简单许多,我们的想法是创造持续更久但外观简单的游戏。我们原本以为只要1年时间。我们很庆幸自己最终投入这么多时间,因为游戏比原计划优秀许多,完善许多,所有付出完全值得。
creative space
你为什么选择Flash/AIR?
我们投身Flash内容很久,在此经验丰富(游戏邦注:从Macromedia时代开始)。我们不知道还有什么工具能够创作出像Flash这样丰富的互动动画。而AIR是游戏在要较短时间内入驻iPad等平板电脑设备的唯一选择。
当然我们未来也会尝试兼容Stage3D技术的AIR 3.0。
brotherhood
那么游戏配乐和音效?
配乐和音效在我们的所有项目中都扮演重要角色,所以我们非常关心游戏的整体声音效果。我们“自己”的编曲家Tomas ‘Floex’ Dvorak(他也负责《银河历险记》配乐)在这款游戏的配乐上投入近1年时间。游戏的音乐风格可以概括为融合氛围乐、原声乐和古典乐元素的电声音乐。Tomas对声乐和电子领域怀有浓厚兴趣,这点在这款作品上展露无遗。同时也体现在音效制作上,音效的录制和编辑工作全在我们的工作室完成。
soundeffects
玩家可通过什么渠道体验《机械迷城》?
我们自己的网站(machinarium.net)有提供PC、Mac和Linux版《机械迷城》,游戏同时也搭载Steam和Mac App Store平台。玩家可以在iOS App Store购买iPad 2版本,平板电脑的Android版本也很快就会问世。此外,我们目前也在紧锣密鼓地制作PS3版本,这个版本将搭载PSN平台。
level design 2
你们此时是否有计划其他项目?
是的,目前我们正在着手两个项目——第一个是轻松有趣的探险游戏《Botanicula》。游戏是关于5个好友的故事——几个树上的小生物出发拯救家族树种的最后一粒种子,它们的家族树受到邪恶寄生虫的入侵。游戏本身是关于探索,解决小谜题,会见奇怪树种及聆听音乐内容。另一款游戏是《银河历险记 3》,这是我们的核心项目。这会是我们的第二款大型游戏,游戏将融入全高清画面,及全新游戏设计方案。
botanicula
游戏邦注:原文发布于日,文章叙述以当时为背景。(本文为游戏邦/编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦)
Machinarium for iPad 2 live now!
By Tom Krcha
Machinarium, an award-winning indie point-and-click adventure/puzzle game in Adobe Flash and AIR.
A few months ago I met the guys from Amanita Design in Brno, Czech Republic. We talked about the success of Machinarium for desktop (available for Windows, Mac and Linux). That was just around the time the Adobe AIR 2.7 for iOS, Android and PlayBook was made available – and after some time the guys decided to port the game for tablets.
And today September 8th 2011, the game is available on the iOS App Store!
*Note: I will be releasing an article about the making/porting of Machinarium for tablets soon covering all the technical details.
Interview with Jakub Dvorsk? (game designer and director):
Me: You have just released the new iPad version of Machinarium, but tell me something more about the history of Amanita Design and how you started building puzzle/adventure games?
Jakub: Amanita Design started in 2003 when I released a free web-game Samorost which was my thesis project at the Academy of Art. Even before that, I had created a couple of adventure games while studying at grammar school. Since then I have found several excellent collaborators so now the studio is nine men strong. We are still completely independent and self funded, and we still make adventure games. Of course we are also trying to push that genre somewhere to make our games more funny, entertaining and challenging at the same time.
Me: Where does the original idea for Machinarium come from?
Jakub: First we knew, we wanted to create a full-length adventure game and that it should be a bit different and more complex than our previous Flash games. Then we came out with an idea of a robot as the main hero who lives in a robotic world. My first idea and vision of a strange vertical city populated by robots came to me about ten years ago when I was on an exchange scholarship in Netherlands. I was influenced by the modern functional architecture and the flatness of the country.
Me: How long did it take from the first sketches to the release?
Jakub: It took us almost three years. It’s a very long time and it wasn’t easy to stay focused on only one project all the time. Of course the whole game also changed significantly over that time. The basic concept was much simpler and our idea was to create longer but quite simple looking game. We thought it will take us about one year to finish it. In the end I’m really glad we spent all that time on it, because the game is now much better and more polished than what was intended in the initial plan and it definitely paid off.
Me: Why have you chosen Flash/AIR for the game?
Jakub: We have a long time relationship and lots of experience with Flash (since the Macromedia days). We don’t know any other tool for making such rich and interactive animations like Flash. And AIR was for us the only way how to get the game on iPad and other tablets in a relatively short time. Also we are looking forward to trying upcoming features of AIR 3.0 including Stage3D.
Me: What about the music and sound effects?
Jakub: The music and sound effects are very important in all of our projects so we do care about the whole audio side a lot. Our ‘in-house’ composer Tomas ‘Floex’ Dvorak (who created also Samorost2 OST) has worked almost one year on the score. The style could be generally described as electroacoustic music with elements of ambient, soundtrack and classical music. Tomas is very interested in the fusion of the acoustic and electronic fields, and it is also noticeable on this work. The same goes for sound effects which were all recorded and edited in our studio.
Me: Where can people get Machinarium?
Jakub: Machinarium is available for PC, Mac and Linux on our own website (machinarium.net) and it’s also on Steam and Mac App Store. The iPad2 version is available on iOS App Store and the Android version for tablets is coming soon as well. In addition to that we are also working hard on PS3 version which should be available later on PSN.
Me: Are you planning any other games at the moment?
Jakub: Yes, right now we are working on two projects – the first is a light-hearted and funny adventure game called Botanicula. It’s about five friends – little tree creatures who set out for a journey to save the last seed from their home tree which is infested by evil parasites. The game itself is about exploration, solving little puzzles, meeting strange tree creatures and listening to the music. The other game is Samorost3 which is our main project. It will be our second full-length game and it will feature full HD graphics and a bit of a new approach to game design.(Source:)
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