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Messages - Ali

#2701
Critics' Lounge / Re: Missions
Thu 28/10/2004 17:55:47
Quote from: Goél on Thu 28/10/2004 16:53:30
i know that you CAN'T make something called 'Federal Agency for Time Emendation' because it just can't be done, poeple remember and write things that happened, if for example the name of the first president, if he would have wrong ideas, the people would not vote him the president, so lets say you just prevented that from happening a week befor the vote, poeple would still remember that he was really boring and so on

I don't understand this at all, but I do like time-travel games.

I'd like to see a game that embraced the 12 Monkeys brand of time travel in which it the past is impossible to change (having already happened). A 12 Monkeys-esque game would be great with the character having to collect clues and scraps of information in the past so that a future society could cope with (but not avert) a disaster.

If you're wanting an amusing time travel game just throw all but the most twisted logic to the wind. A hippy is sent back in time to the Third Reich where he has to train Eva Brown to win gold in skiing at the 1936 olympics and as such avert the invention of juice bottles with nipple-ends instead of caps.

... or perhaps not.
#2702
Very foolishly I put something along the lines of:

DisplaySpeech (M, "Hello?");

In the before fade-in section. I'm not using the latest version of AGS - maybe I should be!
#2703
I couldn't find any info on this problem in the manual -

I have the line:

NewRoomEx (8, 111, 111);

In the Look At script for an item of inventory. When the player looks at the item the screen fades out and does not fade back in.

The first time I tried this I had a DisplaySpeech command before the fade-in in the target room, and after clicking the transition worked. Having removed this line the transition never works. Changing the target room to one I know works fine does not solve the problem - it still gets stuck.

Can anyone help? Am I overlooking something really basic?
#2704
The conspiracy theory is intriguing, but as you say Geofkhan seems to be based largely on eye-witness testimony. There are few thingsless reliable than eye-witness testimony. I know, I was there.
#2705
Critics' Lounge / Re: character design and bg
Sun 24/10/2004 09:22:49
To solve the issues with the shadow on your fella's chest you could simulate a soft box light by putting a grid of weak point lights in front of your character. That should diffuse the shadow and give something of the look of global illumination.

The bg is very nice and the character blends in surprisingly well, but I agree with many of the other comments that a matte floor might look better.
#2706
Play Widow Twanky, you'd be great.

Alternatively, try Pleurgburg (http://www.agsforums.com/games.php?action=detail&id=35).
#2707
Quote from: poop743 on Sun 17/10/2004 17:41:34
I am sick of the games made with ags.

I think your moving a little fast for the rest of us if you're sick of AGS after a month.

I'm no expert but I'm not sure what Flash would have over AGS in terms of adventure game production, except on-line playability. If it's adventure games your sick of though, I say go ahead and use Flash.

Quote from: poop743 on Sun 17/10/2004 21:02:37
Flash costs 1200 dollars anyway and my parents will get pissed if I buy it
Who cares if they're drunk buy it anyway.
#2708
General Discussion / Re: Coin magic anybody?
Mon 18/10/2004 14:33:06
Yup, sleight of hand for me too. I've been working on trying to master cups and balls.

Here's an excellent video of Al Schneider's routine:
http://www.worldmagiccenter.com/wmv/cups.html

Magic/Film fact: Orson Welles and Woody Allen were both amateur magicians. And Terry Gilliam likes magic too.
#2709
I agree, taking the dialogue out of a comic strip was a stroke of genius!

Plus, only one copyright is infringed, rather than the traditional four.
#2710
You did it frame by frame then? That's even more impressive - it must have taken you a while.
#2711
I like it, you got the glow just right.

What software did you use?
#2712
Critics' Lounge / Re: Future Noir
Mon 11/10/2004 12:37:26
Quote from: SteveMcCrea on Sun 10/10/2004 06:22:17
I think the last two lines are cliched and unnecessary.
Well, it's all cliched, but it would be much better without them. IMO.
Quote from: Snarky on Sun 10/10/2004 17:46:26
It's not a poem, it's a laundry list of cyberpunk clichés.

Alec seems to be trying to establish the characteristics of a genre. I'm not sure it's fair to criticise them as clichéd. If I wrote:

The Western

Cowboys
Good vs Bad/Ugly
Reluctant Heroes
Grit
etc.

Would I be criticised for using clichés?

I'm not sure, however, that this does work as a poem in itself. It seems more like a stimulus for further work.
#2713
Something odd is happening to the horizon...
#2714
General Discussion / Re: Seducing a Teacher
Sat 02/10/2004 20:44:08
Quote from: QuantumRich on Sat 02/10/2004 02:25:23
They label it rape so that it sounds worse than it really is. Because nobody under the age of 18 can POSSIBLY think for themselves.

Where is 18 the minimum age? It's 16 in Britain (I think...) and it seems to have been established so far that it's 16 in Australia and the States.

What countries are left?

OT, my advice would be forget about this guy and join a Catholic School where you're taught by nuns. And then you have to raise a lot of money to enter a big choir contest. And then you win the contest. And then everyone finds out that you're a singer from Vegas.

Wait...
#2715
Instead of starting with outlines of objects, why not begin with iconic representations of sounds? That way when the player moved the pointer over the icon they could hear the sound (or a text version of it) and using the HAND action would allow them to build up an outlined picture of their surroundings.
#2716
I first discovered walking deads with Return to Zork when I threw my whole inventory in the river.

On that day I learned to avoid walking deads at all costs.

And not to throw my stuff in the river.
#2717
The style of the background is fine, but I think it would help you to think a little about composition. Is that large area of ground really worthy of being the image's focus? The building is far more interesting. Here's a very, very rough photoshop of how your image could be a little more interesting:
#2718


I assure you all, before I turned this into a gif the green sweater was a more tasteful shade.
#2719
Thanks for posting this SSH!

And Hollister, you can play the game on the site, plus it's available in its older form from various sources.
#2720
Quote from: GarageGothic on Thu 23/09/2004 20:32:03
I think the main problem with the idea inventory as it was used in Discworld Noir is that it creates an even wider gap between the player's mind and the character's.

I must admit, though I'm a proponent of that type of inventory I did work out the upside-down puzzle long before Lewton and that was a little frustrating. I'm not sure if this necessarily distances the player though.

Perhaps it could just allows players to manipulate characters' thoughts in the same way that we're used to controlling their physicality and making their decisions.
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