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Topics - Anym

#1
As my game playing experience is almost completely limited to the PC, I was wondering if there were any good point-and-click adventure games made for other platforms, such as the Commodore Amiga or the Atari ST, but never ported to the PC, that might be worth checking out. Any suggestions?
#2
Out of curiosity, I tried to compile all the opinions in The greatest Adventure game of all time... into a ranking, partly because I was a bit disappointed with the contents of said thread when reading it, because it contained little discussion about the relative merits of one game or another and everybody was just posting their personal favourites. Of course, much of this is very subjective, but as it is, I find it almost redundant with the What's your favourite GAME? thread, where many people are also posting their favourite adventures.

Compiling the data was a bit more confusing than I thought, with everybody nominating a different number of games or even entire series of games, rather that just the one greatest of all time (in their opinion), people posting more than once and people referring to the same game by different titles and strange acronyms, people voting for non-existing and non-adventure games and whatnot. I decided to take a rather liberal stance with counting, meaning that I counted every positive mention of a game, unless the poster made a clear distinction between what they liked and what they considered even greater, and counted a mention a series as a point for every game in the series, with every poster basically giving out as many or as few points as they wanted to, but no more than one per game, even if it was a ranked listing or something. Obviously this will skew the results a bit, but it seemed like most sensible thing to do (to me at least) considering the raw data. The only stuff I ignored were obvious joke posts, posts that were too vague and post nominating a company entire catalog. Another factor that might have skewed the results is that some people  were deliberately not mentioning titles which had already mentioned, but that can't be helped and me never knowing if people were referring to a single game (probably the first of its series) or the entire series in some cases. Also, I didn't do a recount. But enough about the methodology and on with the results:

1. Monkey Island 2: LeChuck's Revenge (about 56 "votes", including many for the Monkey Island series as a whole)
2. The Secret of Monkey Island (55)
3. Maniac Mansion: Day of the Tentacle (34)
4. Grim Fandango (33)
5. The Curse of Monkey Island (29)
6. Indiana Jones and the Fate of Atlantis (26)
7. Beneath a Steel Sky/Sam & Max Hit the Road (19 each)
9. Broken Sword: The Shadow of the Templars (18)
10. Gabriel Knight: Sins of the Fathers (16)
11. Full Throttle (14)
12. Hero's Quest: So You Want To Be A Hero (12)
13. 5 Days a Stranger/The Beast Within: A Gabriel Knight Mystery (10 each)
15. Leisure Suit Larry in the Land of the Lounge Lizards (9)

So, what do you say? Is it a consensus you could agree to? Is it the way you expected? Too many/few LucasArts/Sierra titles? Discuss!
#3
I hope this is the correct place to post this: In the course of playing through all of the RON games, I ran into problems with the game Nightwatch.

It's a version 2.21 DOS game. I can't run it under Windows XP (SP2). No matter what compatibility settings I try, I only get a dark screen.

If I rename NIGHTWATCH.EXE to AC2GAME.DAT and copy ACWIN.EXE from AGS 2.21 into the same directory and try to run that from Windows, the game starts, but crashes right after the title screen:
The instruction at address "0x00476722" referenced memory at "0x00000000. The memory could not be "written".

If I try to run the NIGHTWATCH.EXE via DOSBox, it first complains about lack of DPMI:
Load error: no DPMI - Get csdpmi*b.zip

If I then copy the CWSDMPI.EXE from AGS 2.21 to the game's directory, it also starts and crashes after the title screen:
Exiting due to signal SIGSEGV
Page fault at eip=00092e16, error=0002
eax=0000006e ebx=00000000 ecx=00000000 edx=000eaf1e esi=00000254 edi=0000000c
ebp=00330490 esp=0033048c program=C:NWBETA2NIGHTW~1.EXE
cs: sel=00a7  base=10000000  limit=00cbffff
ds: sel=00af  base=10000000  limit=00cbffff
es: sel=00af  base=10000000  limit=00cbffff
fs: sel=00af  base=10000000  limit=00cbffff
gs: sel=00bf  base=00000000  limit=ffffffff
ss: sel=00af  base=10000000  limit=00cbffff

Call frame traceback EIPs:
  0x00092e16
  0x00028967
  0x00018935
  0x0002f124
  0x0003083f
  0x00030d2b
  0x000076d3
  0x00007568
  0x0000776c
  0x0000a1c3
  0x0000a6c0

Error: the program has exited without requesting it.
Program pointer: +4002  (write this number down), ACI version 2.21.168
If you see a list of numbers above, please write them down and contact
Chris Jones. Otherwise, note down any other information displayed.
#4
Whenever I want to try and older adventure game I haven't played yet, I'm worried about the same thing: Dead-ends! Years of LucasArts have spoiled me and games like Larry 2 and Space Quest 1 (which I finished nontheless) confirmed me in my belief that games with dead-ends (i.e. walking dead situations) just aren't my cup of tea.

So, I was wondering if there was a list or a database that categorized adventure games according to their design philosophies (dead-ends, deaths, action-sequences, etc.). If not, I was thinking about starting one, hopefully with contributions from other useres, probably right here in this thread, if something like this would be useful for other people as well. What do you think?

Alternatively, on a more specific note can somebody tell me whether the following titles, which are the ones I'm considering to play in the near future, contain dead-ends?


  • Freddy Phrakas (just bought it)
  • Lure of the Temptress (freeware now)
  • Legend of Kyrandia 3 (part 1 had some, part 2 didn't, I think)
#5
Basic rules: (I didn't find any, so I tried to figure them out by myself, so feel free to correct me)


  • A theme for the competition will be given by the host (that would be me in this case)
  • Participants are required to create a comic (sequential art, i.e. at least two panels, otherwise it's a cartoon, not a comic) adhering to that theme
  • Participants are free to use any techinique for creating that comic
  • Each competition will last half a month
  • The host of each competition will decide on the winner who will also host the next competition
______________________________________________________________________

That being said, the theme for this competition is a quote by Robert Oppenheimer:

"Now, I am become Death, the destroyer of worlds."
Itself a quote (or at least a loose translation of chapter 11, verse 32) of the Bhagavad Gita. Feel free to interpret it in whatever way you see fit. Appearances of Mr. Oppenheimer, Lord Krishna, Avatar of Vishnu or Galactus are encouraged but by no means required.

The competition shall last until Jyaistha 10, 1928 (which is to say the May 31, 2006). Sorry for not starting it earlier!

Good luck!
#6
(Sorry if this has been discussed or covered before.)

How would I go about simulating a language barrier in an adventure game? Say, for example, the main character ends up in Germany, but doesn't understand any German. In such a situation I would like to have German signs and German speaking NPCs for realism's sake. The problem being that I would like the players to be as helpless as the player character, which might be true for the majority of players that don't speak German, but what about those that do? Should I just ignore that fact and force player not to be able to utilize any information they obtained "out of character" or would that hurt immersion? Of course, it could even help immersion if the player is reminded not to forget all "out of game" knowledge, I don't know. However, it reminds me a bit of situations (I dislike) in other adventure games where you (as the player) have long decyphered a cryptogram of some sort and have to fiddle around longer than necessary until the player character "gets" it as well. What do you think?

An alternative would be to replace the German with another language, that seems to be less likely for the players to know (like Finnish, Welsh or Klingonese) which wouldn't solve the above problems (if problems they are), just reduce them to a great extent at the cost of atmosphere (imagine Esperanto-speaking Nazis) or even the game-flow (the character might initially not even know where he is and although he doesn't speak German he might be able to recognize it). Replacing the German with jibberish instead of a lesser-known language, while making sure that really nobody will be able to understand people you don't want to be understood, probably doesn't help the atmosphere either (unless you're able to pull off German-sounding jibberish like "Wenn ist das Nunstruck git und Slotermeyer?", which is probably quite difficult to do well) and adds the problem of making realistic and consistent jibberish, i.e. something that really looks like a language and it robs you of an opportunity to make small in-jokes for people who understand the foreign language you chose to use if you intended to do that. So I'm not sure if these approaches are better or worse than using real German.

The above example implicitly assumed an English-speaking character in an English-language game. However, let's complicate matters a bit more by making English the language our player character can't understand, which is the original problem that made me think about this language issue in the first place. If the game is in English the main character will obviously have to speak English as well, regardless of which language he "really" speaks in the context of the game world (be it Latin, Navajo or Russian), but what happens if our character encounters an English-speaking character or even an English computer terminal? How can we illustrate that it's supposed to be that it's supposed to be a foreign and imcomprehensible language while at the same time making clear that it's supposed to be English? I using another font, another set of colors, markup (writing everything in brackets) or a different style (using "thou" or even "j00" instead of "you") enough? If so, which is preferable? Or is that too little to simulate a proper culture shock? Or how would English-styled jibberish look like? Even if you don't speak German or French, you know what it sounds like (to someone who speaks English at least), so you can make up jibberish that sounds a bit like those languages by taking some common (and probably well known, even to foreigners) words and mix them up with made up ones, taking liberties on the grammar, like in the above example (from Monty Python by the way). This is much less effective if you know that you're audience will know the language you're trying to imitate and you have to make it similar and different from proper English at the same time. On a positive note, treating English as a foreign language gives us more possibilities as well, as you know that the player will obviously know English if he's playing the game in English (as opposed to the minority of gamers that would know German if it were to appear in your game), so you could even use that as a device to deliberately insert information in the game that might be interesting for the player, but not necessary for the player character, for example the motivations and thoughts of the English-speaking characters. However, you might also want to hide some knowledge in "foreign" dialogue which the player character has to decypher somehow in addition to or even instead of just revealing additional (bonus) knowledge, which brings us back to the problem at the beginning.

So, on a sidenote, I'd also like to ask if you find it hard to seperate between "in character" and "out of character" knowledge in adventure games, a question that implies further questions like how much physics (or language) knowledge can be expected from a player and the question if all knowledge the player will ever need (including physics, for example) should be contained in the game itself. Any opinions?
#7
Is it possible to list all AGS games in user rating order?

http://www.adventuregamestudio.co.uk/games.php?category=98 doesn't seem to work, although that might have been expected, as there appearantly aren't any links to that page...
#8
Critics' Lounge / Some Smilies
Mon 10/01/2005 00:56:36
I haven't been too happy with the mix of anti-aliased, yellow-faced smilies and Roger-faced ones, so I tried to create alternatives for the old ones. Once I was started, however, I found it hard to stop and I made two more. I hope it's possible to recognize who they are. Those that already were Roger-faced are just there for comparison's sake. Tell me what you think!

Old Set: :) ;) :D ;D >:( :( :o 8) ??? ::) :P :-[ :-X :-\ :-* :'( :=
My Set:  :) ;) :D ;D >:( :( :P :=
#9
Sorry, couldn't think of anymore c-words...

Well, here they are. 3 out of 5-6 characters I might use, so please tell me what you think (ans suggest possible improvements).



(Palette by 2ma2.)
#10
Hints & Tips / King's Quest II+ VGA
Fri 17/10/2003 16:08:51
Are there dead-ends in this game? :(

More specifically, is it possible to get stuck in the Underwater world outside of the Sharkees palace (?), if you didn't bring some important item? Or do I just have to keep on searching? I currently have sword, flower, brooch, bowl, necklace, cloth, bottle, mallet, lemon, ear rings, library card. :P

No hints please (for now, at least). Just a yes or no. Thanks! ;)
#11
Draw a charcter waving a flag, carrying a banner, bearing a standard, holding a pennant or somethig along those lines (I think you got the idea). The Flag can be of anyhting from your favourite baseball team, to the Kingdom of Daventry, to the Evil Empire of old.

Limitations:
1. No more than 14400 pixels (in any aspect ratio you want, be it 192x75, 160x190, 120x120, 150x96, 180x80 whatever).
2. No more than 256 colors.
3. Anymation... err... Animation optional.

(I hope it isn't too restrictive and there will be many entries, so don't disappoint me.)

For example, this fellow is 100x144 pixels in 7+1 glorious colors, with no animation whatsoever.


(no offence intended)
#12
O.K., sorry if this has been asked before, but there's The Big List Of Paint Programs, and I was wondering what people were using to create music, as I would feel uncomfortable using MIDIs found on the web unless they come with clear copyright and license terms. Or should one know a Real World (TM) music instrument, and simply use a microphone?
#13
Hints & Tips / Rode Kill: ADITL
Thu 09/10/2003 23:55:07
I need four numbers to deactivate the force field. I have a note that says: "Four consecutive equals six-five." What's that supposed to mean? Did I miss something? The only rooms I can go to are the one with the uniforms, where I got the note and the one with the Evil Robot where I don't seem to be able to do anything at all.
#14
Hi all,

I wasn't quite sure whether this was the right forum to post in, but it seemed the most fitting (a bad way to start a post, I know)... :P

Anyway, here's a character I created one and a half year ago. Originally it was for benbigbrain's The Adventures Of Luke Landrunner, but you know what happens to too ambitious projects, so after a year of inactivity I mailed him and he told me:

QuoteNo i really havn't had the time to do anything with AGS and i suppose you could release the sprite... I mean i'm not making the game at the moment and I've had other game ideas.

And that's what I intend to do now, because I don't intend to work on it or use it either, but wouldn't want the work to go to waste entirely. You can find him at http://www.geocities.com/anymunym/char/char.html

He can walk, he can talk, he can shrug, he can shoot. Feel free to use it, modify it, ignore it, kill it or do whatever you like.  Just don't ask me to do it for you. Feel free to give me credit or not. Feel free to tell me about it or not.

Thanks for your time. Share and enjoy! ;)
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