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Messages - KingBagel

#1
I never said they were the only two religions out there. But what can you gain if you believe in nothing? That's my whole point.
#2
I've not been here for long, and my opinion probably means nothing to anybody, but reading through this discussion, I'd just like to say a few really fast things.

If you believe in God, then you do. If you don't believe in God, then you don't. I do. And I believe that we all have our own free will to decide. I believe that God created us with this free will.

You have the power to accept or reject God. If you reject Him and eventually change your opinions and start to gain an interest in Him, then you can make that change. If you believe in God and for some reason, want to convert to athiesm, then you can make that change. It's what free will is all about. There's no need to bash each other. (In fact, on a side note, it's sort of pointless to bash a Christian, what with the whole bit about Beattitudes and martyrdom, don'tcha think?)

What it boils down to for me, is this: if God doesn't exist, when I die, I lose nothing. But if I was an athiest, and if God does exist, then when I die I lose it all. What do you have to lose in Christianity? I don't know, and I don't expect an answer -- rhetorical question. I've never understood why anybody WOULDN'T want grace, but that's just my personal opinion. Again, free will -- I'm sure all athiests, agnostics, and non-Christians here have a reasoning, but personally, I'd rather be happy while I'm here with God. And if I am wrong and there is no God, how will I know? I'll die and that'll be it. At least I had peace while I was alive.

Okay, I said a few really fast things, but this got kinda drawn out. I don't mean to offend anybody, and I don't think I did -- at least I hope not. It's just all a matter of what we each want to believe. Just be happy while you're here; the world's about to end in twelve minutes.

Here, have a few pints.
#3
Say, thanks for the quick replies. You both answered my question -- character[scriptname].x/y solved the problem. Barbarian -- MoveCharacter wasn't working because she was already out of the room. All I needed was for her to be positioned somewhere in the next room after leaving the first room, and that did the trick. Problem solved, and again, you've got my gratitude, both of you. ;D
#4
I feel really awkward for needing help on something that, I have a feeling, is so very simple, but I've been scouring the forum for an hour trying to find somebody else with my problem. Checked the BFAQ, Beginner's forum, Knowledge Base, a few tutorials and the manual, but I can't find it anywhere. Please, excuse me if I'm being a pest or if this is an insanely easy question.

Here's the setup. The player character and his wife are in the kitchen talking. His wife leaves the room to the living room, and when the player character enters the living room, his wife is sitting on the couch. However, getting her TO the couch is causing me rapid hair loss. Here's my problem: I'm utterly and unavoidably stuck on how to move her to an exact location after she leaves the room. I used the Interaction Editor to get her into the other room, but when the player character enters the living room, she's simply at the same coordinates as the door she left through in the previous room. I can't seem to find any way whatsoever of making her leave the room, and then sauntering over to the couch off-screen.

Again, I'm deeply sorry if this is right under my nose somewhere, but I'm burned out after working on Sandwich Quest for so long tonight. Any help anybody can offer is greatly appreciated. Thanks a ton, and happy travels.
#5
Definitely go with 2D rather than 3D. 2D is a lot cleaner and more efficient. I agree with Snake that graphics never make the game. Monkey Island 2 had much more colorful and detailed graphics than the first game, but in my opinion, the writing, storyline, and puzzles in the first were all much better than in the second. If you spend all of your time working on nothing but graphics and shaping the game after what you can do graphically, you'll have nothing but a mess of pictures that may be pretty, but that nobody will ever see when they get frustrated with the sub-par writing and blotchy storyline. (And I don't say you as in you, Frenchy, but you as in you, general.) Put an equal amount of your talent into everything do what fits the game best. If I had it my way, all three Gabriel Knight games would have used VGA, because I felt that the graphics from the first game were far superior and fit the series better than 3D or live action. But yes, good luck. If you finish it, you'll have quite a hit on your hands.
#6
Well... if you think you can handle it, go for it. Though that's a lot of work -- there's an afterlifeful of writing to do, barrels of scripting, not to mention the fact that you're doing it all in 3D. Possible? In theory. Your aspiration is admirable. Just know that it's never as easy as it first looks.
#7
Insanely cool. Do you intend on having any action portions? A pirate game, even a pirate adventure game, isn't the same without at least a sword fight or two, imo, even if they were just cutscenes. You could even do something like in Freddy Pharkas, or even a more 'serious' form of Monkey Island's insult sword fighting. Bad examples, I know, but I'm a sucker for epic pirate battles. ;D
#8
Though it would still be interesting to follow a similiar idea, just with a set plot and character development. You could give it a more limited customizability, with instead, say, letting the person decide how the character acts and how those around him respond. Even if you just use a lot of conversation trees, and keep it as simple as being 'good' or 'evil.' Multiple puzzle solutions would even work: you could solve a puzzle in a heroic way, or in a darker, evil way. It'd be much like Quest for Glory, to be honest -- that's attainable. But something like Baldur's Gate, or Grand Theft Auto? It'd take a lot of time and quite a large team, and a cut-off point for how broad the game is. Good aspiration, but I'm with Snake. Not very possible.
#9
AGS Games in Production / Re: Sandwich Quest
Sat 19/06/2004 06:13:56
Alright, I edited out the feedback portion, so it should be a full-fledged promotion, making its way in the world and earning its keep. Feedback is appreciated, if anybody has any comments to email me with, but that's not the main draw here anymore. Sorry 'bout that.
#10
Whoops! Apologies. I figured it would go here, as it is an upcoming game and I was trying to promote it just a tad. Didn't want to put up a whole promotion in the wrong forum. Thanks for the kind words, though. Mucho appreciated-o.
#11
AGS Games in Production / Sandwich Quest
Fri 18/06/2004 02:19:04
Heya.

I'm here today to tell the whole wide world of our bumbling half-success through the opening stages of our game, Sandwich Quest. Now, I know what you're thinking -- oh God. Another amateur AGS game with a remarkably stupid plot and dialogue that probably doesn't go past "Its a garden hoe lol hoe." This is an honest-to-goodness attempt at an adventure game, though -- I swear.

You play a stick figure who was born with the name "Turnip." You are married to a stick figure who was born with the name "Quarter." You live in a city that was founded with the name "Box." Oh, it gets weirder. One afternoon, Turnip awakens to the pangs of hunger. Leading himself down to the kitchen, he discovers the one thing that haunts the paranoid until they're huddled in a corner with chattering teeth -- every cupboard in the house is bare. There's not a speck of food left. And to make things worse, your wife just finished eating the last can of condensed soup. You really wish your sleeping habits didn't wake you up at 2 in the afternoon.

In this game, you're required to gather the five parts of the only sandwich that can cure Turnip's hunger. You must find bread, mayonnaise, a tomato, some cheese, and a few slices of lunchmeat. In what could be called the most convoluted plot ever, though, none of this will be easy; how can it possibly be when a crime syndicate has horded the city's valuable lunchmeat underground, and when there's a maniac on the loose, kidnapping innocent young bottles of condiments?

We're trying our absolute hardest to squeeze in the best comedy no budget can buy, and we're pretty proud of what we have. We have a team together, consisting of the head writer, the artist/programmer, and the composer. We're taking the project very seriously, as well -- at least, as seriously as you can take a goofy, whimsical romp to gather cheese and bread. We don't have a demo out quite yet, but I picked out a couple screenshots. Three rooms are finished and filled to the brim with hotspots. We're trying to give everything a description, and a unique response for the basic icons. Our graphics are simple, but clean and crisp, done painstakingly with MSpaint. We're using a revamped Sierra GUI. In fact, we're doing everything from scratch, using no defaults and no ripped music.

We have two of the five ingredients worked out, with vague ideas for the last three -- so please don't think this is just something we threw together this morning. We're taking every effort to tweak the writing exactly to our liking. Basically, we just want to make a fun, light-hearted adventure game, and our mission is to make you laugh. Enough smarm, though. Here're the two hand-picked, shined-up screenshots. (The game will use 320x200x16, but I took these in 640x400 for image clarity. And yes, there will be more than 10 points.)





Thanks for your time! We just ask that you don't dismiss us as 'another amateur game,' but instead give the idea a chance. And no, no idea on release date, though we're hoping for the end of summer.

Seeya around.
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