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Messages - sharksweetheart

#1
Quote from: CodeJunkie on Tue 13/05/2008 11:13:39
Rui:
Spoiler
Run into another room.
[close]
I have encountered the same problem, but the millisecond I gain control of the cursor I'm dead. I don't have time to do anything.
#2
This game looks great and all, but where are her shoes?
#3
General Discussion / Re: School shootings
Thu 11/10/2007 05:20:34
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#4
1996, Grade Prep. That year was badass.
#5
Quote from: Gilbot V7000a on Wed 10/10/2007 08:08:09
Heh the same topic comes up once a while, but it will never die!

Rice sheet man, teh edible hero:

143x100
15 unique colours including transparency
(actually the colours were a bit  too much, but I wouldn't care)
I thought it was a tampon.
#6
General Discussion / Re: More monkey!
Fri 28/09/2007 05:56:14
I guess those things don't work as well when the game is already hilarious. That was really boring imo, but the animation was cool.
#7
General Discussion / Re: How much IS 10GB?
Thu 27/09/2007 17:12:37
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#9
Haha, awesome paintovers. I tried to use some of your ideas:



I didn't change the boy's face much, though, because he's not meant to be that butch.

I'm having trouble with the Johnny Bravo man thing, but I'm trying.
#10
Alright, so how do I "bring them to life"?

I haven't animated them yet, but maybe that will spice them up a bit.

And thanks. :)
#11


I've finally settled with a sprite style for my game (still working on the bgs, I realise these don't go with the one's I posted earlier, I'll try to find some happy medium). But before I get to comfortable I want to know if it will sell (I'm not going commercial but you know what I mean).

The two smaller characters were originally meant to be like, 5, but now I'm going with anywhere from 5 to 11. The next character is a fully grown woman, and the last is obviously unfinished and I would like some assistance with the body because it seems wrong to me. He's supposed to be wide, not necessarily fat, just big boned. A big burly MAN (he's a fisherman lol). I'm especially confused about what to do with the feet, as all the other characters basically walk on pins. I think his face is suitable, though.

So what do you think?
#12
Ooh! So that's what this is called; I've always liked this era of clothing. I'm definitely entering.

I'm actually working on sprites for a game that has a similar (albeit more colourful) style right now lol, I'll probably end up putting my entry to use.
#13
1.
~ Professional looking graphics alone won't make a game for me, but it certainly gives a good first impression and I am much more likely to buy/download it in the first place if it looks snappy!
~ Originality. Again, just because something is unique doesn't mean it's good, but it will make it stick in my mind more, instead of just falling onto the ever growing pile of randy pirates, noble knights and sly investigators.
~ Good humour. This is a risky one, because not everybody is going to identify with your humour, and if you see list #2 you'll know it can completely ruin a game if not executed well. However, if done right it can make the game. You'll notice that most of the greatest adventures are funny (Monkey Island, Grim Fandango, etc). A lot of nerds/gamers tend to go for a dry sarcastic wit, but that kind of humour is very common, so it would be nice to see something new.
~ Depth, length, immersion. I'm actually not that into puzzles, the main thing I enjoy about adventure games is exploration, which really just means admiring the art and reading every single line of dialog I can find. I crawl through the puzzles just so I can get to the next area and explore some more. I've noticed in a lot of games, you start of in some huge area, but as you progress the new areas get smaller, and smaller, and smaller, which is pretty disappointing. I'd like to see a game where as you progress, you uncover BIGGER areas!

2.
~ As mentioned above, humour alone can destroy a game for me. I couldn't play Discworld simply because I thought the dialog was lame. Same goes for bad games that take themselves too seriously, though if it's done right that could turn into some kind of B-game which could be awesome.
~ Lack of direction. I don't like it when I'm thrown into a scenario with know explanation as to why the hell I'm here and what I'm supposed to be doing. This only really works in horror games, preferably for a short time as a prologue, so you do get an explanation eventually.
~ In addition to the above, this applies to puzzles, too. So I need the key to open that door? Well okay, I guess that means I must take this shoelace and lather it in tomato sauce and hang it from the lampshade to create a distracting odour so I can sneak past the kangaroo and push a secret 1px panel on the other side of the room which reveals a cavern in the kangaroo's anus which I must crawl inside of and using my HUGE MOTHERFUCKING AXE to remove the golden worm then I must rub the worm on the tomato soaked shoelace so that it transforms into a key which unlocks the door, when I could have just as easily used that HUGE MOTHERFUCKING AXE to break through. Just because a puzzle is hard, doesn't mean it is good!
~ Unrecognisable graphics. Usually I'm not fussy with graphics so long as they do the job and the rest of the game is above par, but it's no fun getting stuck on a puzzle simply because you had no idea that brown lump of shit in the corner was supposed to be a door.
~ Challenging GUIs. I find it excruciating when I have to reselect the "Look" action because it resets every time I click on something. Admittedly I have been able to enjoy games with this, but it is an unnecessary chore. Also on one game I played, instead of hovering over the area to find hotspots, you have to click once to activate them, and click a second time to use an action, which pretty much results in blind pixel hunting (in addition to this it also resets every time).
~ OOPS YOU DIED START AGAIN. I favour LucasArts over Sierra mostly for this. Every other room some evil witch or robot delivers an inescapable death and I have to start over. I was able to put up with it in Leisure Suit Larry because the deaths were funny, but I just closed the window in other games. :(
#14
I'm not really sure. I like sharks and I thought it was catchy.

Although now I realise it may seem like I have some kind of shark fetish, which was not my intention.  :-X
#15
Perhaps a little early but w/e I felt like sharing:




I'm a girl but you can't always tell. Hooray for androgyny~
#16
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#17
Critics' Lounge / Re: First person BG
Mon 17/09/2007 12:54:44
The first thing I noticed is the busyness of the texture you used for the desk. The candle holder is almost camouflaged in there! I think a more simple one would be good.
#18
Nice game! Unfortunately my adventure has been cut short - don't know if I'd call it a "bug" as the game wasn't meant to be played this way but
Spoiler
if you leave the DL building before getting the receipt but after getting the tapes, you hit a dead end when you try to go back to get it, as there are no more tapes left, but you can't leave without taking them. I doubt many people will encounter this problem, but I managed to and due to saving at a bad time, I have to start the game over. It might be worth making it so surveillance tapes are always available for the taking, or have Cayanne say she thinks she's forgetting something when she doesn't have the receipt.
[close]
#19
A pair of lips.
#20
Aw I notice it, but I'm a pretty musical person. I enjoy a game so much more when there's music.
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