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Messages - ratracer

#1
I totally agree with Dave Gilbert. You may be the last person that could truly appreciate your game. And as ddq wrote it is no mean feat to complete a game. Go for it.

I don't know how much effort you put into it and how relieved you felt when you finally finished it, but, personally, I couldn't believe myself for having been able to complete my own and having something to show the world (yeah, I only made one and fate prevented me from working on a perennial next...).

So, yeah, go for it.
#2
Hints & Tips / 5 magical amulets - part 2
Mon 13/09/2010 20:39:13
Hi,
I am playing 5 magical amulets, and I am in the middle of the 2nd part.

I know it's not an AGS game (but created with Wintemute, I think) but anyway it is such an entertaining amateur game that it would be a pity not to play it to the end...

Being stuck (trying to get bread to the bear, get rid of the wasps, make a recipe for the sea fairy, etc.) I tried to resort to a walkthrough only to arrive at the following doubts:

(Attention! some of the info on these questions may turn them into spoilers...)



1 - At the housewife's garden I am supposed to see a blue cloth hanging from a cloth's line. Well, there is none - what is supposed to trigger the blue cloth???

2 - I already have the earthworm, which is supposed to be given a mole or a molehill... Where is such a molehill? I tried to find it near the gipsies, to no avail...

Help... and thanks.
#3
I am sad to read that. The game shows a lot of promise and had me on my toes in expectation... hopefully everything turns to his best, and he can manage to return to game making...
#4
I managed to download it a while ago (I don't remember how long ago, I only recently found it lying in my hard disk) and I am playing it right now - however, I think it's a demo (it says "demo" anyway)... does anyone know if the game was finished?
The game is awesome, BTW, moreso for the Indy Jones fans, like I am...
#5
I think it was Calssoon. I remember emailing or messaging Chrille - he told me it was just a small game he did  in a rush, 2 or 7 days, I think - I was awed! I thought, this guy is an amazing genius to make an adventure game in a week or less - but that also tempted me enormously to give AGS a try... 
#6
Well, I am not very fond of most "full 3d" games, but I was amazed for quite a while after playing UAKM (of the other Chris Jones) and the other Tex Murphy games...still back in the XXth century... Also, for quite a long time, I only remember Normality as being the only other one adventure game to feature full 3d. In both cases, I think they were done rather well, rather well indeed! Normality was not such a strong game, but I liked it and its 3d implementation anyway...
(I am not counting as full 3d those Cryo games, like Atlantis, which, although quite beautiful, were "omni 3d" which I don't think counts, right?)

Anyway, I must confess that the overall quality of the game (perceived by me, anyway) influences my opinnion on the production, but the vice-versa is true - , in more recent terms, I loooved gk3 and the watchmaker (top games in my book) so I do think that they benefited from the immersion that they managed to get from the full 3d perspective...

One exception is Culpa Innata - it was one of those games I could not put down, it was a fascinating, fascinating game! can't wait for CI 2- but the camera movements et al are quiet poor and the worst aspect of the game IMO....
BTW, is Culpa Innata considered full 3d?!?

edit: in conclusion, while a well done full3d can improve playability and therefore make a better game, the opposite is not necessarily true, i.e, a bad 3d implementation won't necessarily destroy a good adventure game; also, most good 3d implementations (IMO, anyway) were done - surprisingly - in the past.


(This is my first post in some 4 or 5 years, so I should be (re)presenting myself, but I am a bit lazy for that... in terms of game creation I didn't do anything apart from Uncertainty Machine, which I did in 2003)
#7
Huh,
I've been gone from the forums some 6 months now. Ditto for working with AGS! Sometimes it feels like drowning, like not being able to breathe, and with fear of not getting back to game creating again, ever.
So this post is not a definite return - it doesn't deserve any reply, either -  but just a personal note, a personal motivation not to leave for sure... I will get back to AGS forums again, and more important than that, I will finish my present game...! Not sure when, though,
#8
I think 2d characters may fit - somewhat - in a 3d bg world, but the sarcophagus doesn't IMO. Due mainly by the contrast in textures... If the textures of the 3d objects were more toony, or if the sarcophagus had a more elaborate texture it may work...
#9
Hi redruM,
I'll congratulate you beforehand since I haven't had time to d/l and play it.

Bem, ja ha tempos que nao jogo qq jogo, mas o teu jogo tenho de jogar!!!


#10
yeah, Poom was very good! In fact, I only knew about it when I saw it nominated for the AG awards, otherwise I would include it in my nominations for the AGS awards...

and thanks, juries (sp), for the nominations and the best story award for TUM... and congrats to all other nominees and winners.

#11
Critics' Lounge / Re:1st person view bg
Wed 25/02/2004 09:38:06
On my monitor the picture looks significantly brighter than on the monitor I am using at this moment - so, it's a difficult thing to choose ... should I brighten the whole scene a bit? I don't know, I will probably let it as it is...

shbaz..., you are right but I am still adding some more objects (and changing some of them, since I prefer to use my own) on that desk, so the final placement of those will depend on how they fit...

Ali, your comment makes sense, it's good advice to avoid such dramatic view angles. I'll do that.. also, I want the drawers to be more in view, so the camera will probably be more tilted down...

And, Misters..., the lamp light was pretty wrong, yeah - I may have to change the placement of the whole desk (in the room) to avoid the "conflit" between the lamp light and the sun shining from the window, but in any case, the lamp light was too soft... I still don't know if the lamp will be off or on, though...

And I had a small clin d'oeil to Danny - the monitor featuring his game Search for the Don...  I wonder where you are, Danny?

I am still working on the scene...

Thank you all.
#12
I don't know if this was already thought about or not, but is there any way of the main char having two (or more) inventory sets?
#13
Critics' Lounge / 1st person view bg
Mon 23/02/2004 10:40:30
Well, my game will be a 3rd person view, but will have some "zoom views" in 1st person - maybe! - like this one...



It looks Ok, maybe a bit soul-less, and I used several free objects (like the phone, the pen, the sofa or the lamp) which I will probably redo just to make them my own... I am doing OK using 3d - I'm an average user, I guess - no brilliant stuff but nothing that hurts the eye,either - this time I can't say what's wrong with it, but I am sure it could be improved with "something"... any suggestions?

#14
Congrats to all winners.

But getting back to the sub topic, I am specially surprised that Pilot Light didn't get any nomination in any award... the game had a very professional feel, very good animations, good art and scripting and a nice and different interface...  And the game itslef as a whole was very enjoyable... Oh well, other people saw it differently, I guess...or didn't play it...

Another game that I know that people DIDN't play was Simbrothel: Whorecraft - I know why, it was italian and a hybrid strategy-adventure...  The game is simply great, the funniest game I played in a very long while...
In any case, it's a pity to miss... I wonder if CUG is still around so that we can convince him to translate it...
#15
please update my site, so that it should read
ratracer - www.freewebs.com/ratracer
#16
... in the meantime, thank you voters and players of TUM... and thanks Vel and Psychonaut for the Yay's...
#17
that's very good!

anyway, some suggestions:
you may try lifting the rear feet a bit more when it's coming to the front and, also, try to stretch the front leg a bit more just before the foot toughes the ground. I don't know it will become better or not, it's just some feelings out the top of my head...

I'm curious how the animation will be in the game itself (ie after importing to AGS) - I always have trouble getting the timing and speed of the walkcycle right... I may get back to you on that for some help...
#18
please stick this thread, otherwise I'll forget the whole stuff...
#19
Do you have to know perl to use it?
#20
Probably each one has its own view on how GarageGothic's idea could work... I am imagining how "additional" info would serve in my game (either during gameplay or for a second passage) and how it could emerge people more... However, for the technical side, I am not sure what could be the best way to do it... I know this is not the tech forum, but making such code "public domain" would be nice...

And sorry for being so off-topic, but I couldn't resist:
Goldmund! Quit the forums for a while and get on finishing Donna! Now!!!! :)

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