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Topics - Barcik

#1
General Discussion / Euro 2004
Wed 09/06/2004 11:39:21
Three days to go. When the Portugal-Greece match will kick-off the whole sports world will avert its eyes to the poorest member of the EU. So, isn't that a good reason to gather the few of you who are not wusses football aficionados in this lovely little thread.
Personally, I think France are the clear favourites, despite the World Cup 2002 fiasco. Not only do they have the best team, their squad also has the most depth. Spain will finally rise up to the expectations, and I belive they will only stop in the final. They have a surprisingly even squad now, with the Baraja-Albelda double pivot in midfield guaranteeing contol of the midfield area. They also have endless possibilites on the bench. Italy are as strong as always, and as long as they can keep their minds off conspiracy theories they will prove a serious contender for the title they almost won the last time. England are going to quite naturally fuck-up. Their attack is quite ridiculous. That, plus the fact that the primitive English have never seen a player using short passes and technique, should send them home early. Not before getting easily beaten by France on the opening game, that is. Out of group D, I think all the 'top' teams will flop. The Dutch need a shrink very quickly. Germany seems rather pathetic, but if Ballack raises his level then the whole team would do so as well. The Czech have discipline and a few star players, but their squad is lacking at some points. I can't see any of them go beyond the quarter-final. The pleasent surprise of the tournament will be either Denmark or Sweden, both are exceptional hard-working sides which work well as a team.
What do you think?
#2
General Discussion / The CRITICISM thread
Wed 12/05/2004 22:43:51
This is the evil twin of Spongy's "I love the person who posted the last post" thread.

In here, you need to criticize something you don't like in the person who posted the last post, something that will hopefully make us all better people. But, please do you criticism in a respectful manner. If you can't accept criticism, then please don't post here.

And the first blow, of course, goes my way! Hurrah!
#3
General Discussion / QT and Sofi...
Thu 29/04/2004 19:38:34
Yai, I found a reason to have some silly-movie-trivia-fun.

From IMDB:
QuoteCelebrated directors Sofia Coppola and Quentin Tarantino have sparked reports they're dating, following a series of intimate meetings in New York. The maverick movie-makers stunned diners at Manhattan's plush Downtown Cipriani restaurant on Friday, when the unlikely pair sat down together for a romantic meal. Coppola and Tarantino fueled speculation they were an item on Sunday when they were spotted strolling the streets of New York with their arms wrapped around each other, according to the Pagesix website. Lost In Translation director Coppola - who has been single since her split with husband Spike Jonze last year - later visited a video shop with Tarantino, they rented some movies and left looking "very cozy". However, a representative for the directors has downplayed reports of a romance, insisting the pair are just "good friends".

What movies do you think they rented?  :)
#4
General Discussion / Kill Bill Vol. 2
Sat 17/04/2004 19:54:04
Any of our American cousins seen it yet? It's opening here in less than a week, I can hardly wait. I heard people say that whereus Vol 1. was the blood and flesh of the movie, Vol. 2 is the heart and soul. I really want to know how these two movies add up together. Just 6 more days...

Meanwhile, here's an exact quote of Quentin Tarantino, from an interview he gave an Israeli reporter.

"Q: Which volume do you prefer, the first one or the second one?
A: It's difficult to answer such a question. It's a little bit like asking a father what he likes more, his daughter's legs or her ass?"
#5
General Discussion / The English are crazy
Fri 16/04/2004 14:43:24
And mad. And lunatics. And then some.

One million dollars was the sum Rebecca Loos received for an intereview, which was broadcasted yesterday on Sky One and received attracted a near record two million auidience. For all who don't know, Loos claims she had an affair with David Beckham, England's and Real Madrid's football star. The whole thing started two weeks ago, when Loos confessed to the News of the World that the English star cheated on his wife with her. Ever since, it has been getting bigger and bigger. Thousand of women call the offices of local tabloids, confessing they had sex with Beckham. The climax was yesterday, in the interview where Loos revealed steamy details about her relationship with the football player. To prove that she isn't lying, she showed dirty SMS messages she received from Beckham, and said she knows as intimate spot on his body that only a women he has slept with can now. All of this fiasco was followed closely by millions of Brits.

I remember from the time I spent in England that most of their press consists of tabloids. Even the 'serious' newspapers often have larger-than-life titles claiming to have a spicy detail "Prince William's New Girlfriend", or a new revelation about Princess Diania's death. People seem to be more interested in these cheesy in details then the real news.

And this is what I want to know. Do you, CJ, m0ds, custard and all other Englishmen really care who Beckham is screwing? Or any other such piece of news that so often puts England in a frenzy about the most ludicrous. Is the average English person interested in all the nonsense the English press produces? ARE YOU REALLY CRAZY?
#6
Recently, I have been repeatedly listening to the phenomenal Original London Concept Recording of Jesus Christ Superstar, with Ian Gillan of Deep Purple at the head as Jesus. In fact, it's right now my official car CD, meaning that I listen to it whenever I drive somewhere (and I do it quite a lot). This has taken its toll. I just can't stop hearing the singing in my head. While I'm in school, it's singing in my head. While I am home, it's singing in my head. When I am trying to fall asleep, it is still singing in my head. Ahh! I don't know what to do.

Anyway, has this ever happened to you?
#8
General Discussion / Madrid Terrorist Attacks
Thu 11/03/2004 11:42:46
Explosions hit three Madrid commuter trains leaving 131 dead and 400 wounded (and these are just the initial numbers). Fuck all the inevitable discussions that will follow about the US, the war in Iraq, Bush, Israel, Saddam and Bin-Laden. Put it aside and look at the numbers. 131 innocent people who were just going along with their daily schedule were murdered. If we cannot offer people the most basic protection, what good are we?

Edit: Sorry, me and Nacho posted roughly at the same time.
#9
I'm on my sister's computer (she wanted to play something on mine) - PIII 500 MHz running on Windows XP. I moved my game here and downloaded the latest version of AGS. When I clicked the 'test game' button, after the bar filled, the screen flickered for a second, and then it returned me to the AGSEdit screen. In the start bar, I could see that it did turn on the game. But, when I clicked it, the game maximized for a second and then minimized again. There was no way to exit it except using the task manager. When I tried to run the game from the 'compiled' directory it worked fine. Any clues?

Edit: Now it just goes all dark.
Edit: And now it doesn't even want to run the compiled file. I'll try restarting and downloading some other AGS game.
Edit: It won't run 6DA. Strange, it used to work fine when it was my computer. I suspect my sister has installed some shit over here.
#10
It's the awards season in the independent adventure game creating scene. So here are the nominees of the AdventureGamers Underground Awards. A bunch of our community members were nominated there. And cheers for Keptosh!

http://www.adventuregamers.com/underground/display.php?id=339
#11
In this thread, we will follow the AGS Awards and report the winners as they are announced, for all poor folk who couldn't be on IRC today. I will update this post regulary, so be sure to refresh open.

Here is a list of categories:

Best Game Created with AGS for 2003
Nominations:
· 5 Days A Stranger
· The Adventures of Fatman
· Apprentice
· Bestowers of Eternity
· The Uncertainty Machine

Winner: 5 Days A Stranger

Best Gameplay in an AGS Game
Nominations:
· 5 Days A Stranger
· Apprentice
· Conspiracy of Songo
· Grr! Bearly Sane
· The Uncertainty Machine

Winner: 5 Days A Stranger

Best Story in an AGS Game
Nominations:
· 5 Days A Stranger
· Apprentice
· Bestowers of Eternity
· Conspiracy of Songo
· The Uncertainty Machine

Winner: Bestowers of Eternity

Best Dialogue Scripting in an AGS Game
Nominations:
· 5 Days A Stranger
· Apprentice
· Bestowers of Eternity
· Grr! Bearly Sane
· The Uncertainty Machine

Winner: 5 Days a Stranger

Best Puzzles in an AGS Game
Nominations:
· 5 Days A Stranger
· Apprentice
· Conspiracy of Songo
· Grr! Bearly Sane
· The Uncertainty Machine

Winner: 5 Days a Stranger

Best Player Character in an AGS Game
Nominations:
· "Trilby" from 5 Days a Stranger
· "Fatman" from The Adventures of Fatman
· "Pib" from Apprentice
· "Dan" from Grr! Bearly Sane
· "Rosa" from Bestowers of Eternity

Winner: "Fatman" from The Adventures of Fatman

Best Supporting Character in an AGS Game
Nominations:
· "Toxicman" from The Adventures of Fatman
· "The Master" from Apprentice
· "The Highway Woman" from Apprentice
· "Joey" from Bestowers of Eternity
· "Chokey The Magical Seagull" from Grr! Bearly Sane

Winner: "Joey" from Bestowers of Eternity

Best Room Art in an AGS Game
Nominations:
· 5 Days A Stranger
· Apprentice
· Grr! Bearly Sane
· Spellbound: A Clive Mandrake Adventure
· The Uncertainty Machine

Winner: Apprentice

Best Character Art in an AGS Game
Nominations:
· 5 Days A Stranger
· The Adventures of Fatman
· Apprentice
· Grr! Bearly Sane
· The Uncertainty Machine

Winner: Apprentice

Best Animation in an AGS Game
Nominations:
· 5 Days A Stranger
· Apprentice
· Flashbax
· Grr! Bearly Sane
· Spellbound: A Clive Mandrake Adventure

Winner: Apprentice

Best Scripting in an AGS Game
Nominations:
· 5 Days A Stranger
· Apprentice
· Bestowers of Eternity
· Grr! Bearly Sane
· The Uncertainty Machine

Winner: 5 Days a Stranger

Best Sound Effects in an AGS Game
Nominations:
· 5 Days a Stranger
· The Adventures of Fatman
· Apprentice

Winner: The Adventures of Fatman

Best Music in an AGS Game
Nominations:
· The Adventures of Fatman
· Apprentice
· Who Wants To Live Forever?

Winner: Apprentice

Best AGS Documentation
Nominations:
· The Adventures of Fatman
· Grr! Bearly Sane
· Spellbound: A Clive Mandrake Adventure

Winner: Spellbound: A Clive Mandrake Adventure

Best Utility/Application
Nominations:
· Snow Plug-in
· Credits Plug-in
· TCP/IP Plug-in

Winner: Snow Plug-in

Best Demo created in AGS
Nominations:
· By The Sword: Conspiracy New Demo
· Byzantine
· The Case
· Jon Stickman
· RON: Time Out

Winner: Byzantine

Best Non-Adventure Games created in AGS
Nominations:
· AGS Mittens Shooter Game
· Vegetable Patch Extreem Turbo 1
· Vegetable Patch Extreem Turbo 2

Winner: AGS Mittens Shooter

The P3N1S Award (Booby Prize)
Nominations:
· FLASHBAX
· RON: Mika's Surreal Dream 2
· Smokin' Weed

Winner: Smokin' Weed

The Lifetime Achievement Award

Winner: Chris Jones


Summary[/u]
Yahtzee's 5 Days a Straner is the big winner of today, with 5 awards. Apprentice follows it, with 4. Bestowers of Eternity and The Adventures of Fatman finish with 2 both. The big loser of today is The Uncertainty Machine, which sadly suffered due to its early release.



MINUTE BY MINUTE:[/u]
* Five minutes to go!
* It has begun!!!
* DGMacphee will present the Best Supporting Character award.
* It's Joey, from Bestowers of Eternity!
* <_Joey_> Thanks everybody!
* Ghormak presents the award for Best Puzzles.
* It's 5 Days a Stranger!!!!
* But Yahtzee isn't there!
* LGM will present the award for Best Animation.
* Apprentice nails it!
* DGMacphee shows the first symptoms of insomnia.
* ...And presents the awards for best demo.
* Byzantine it is!!!!!!!! Go DarkStalkey!
* DarkStalkey thanks Pessi, Scotch, Eric and Grundislav.
* Alky to present Best Dialogue.
* Yahtzee again! 5 Days a Stranger!!
* Mills will present the award for... he hasn't told us yet. He does pimp Ace Quest, though.
* It's a hostage situation! * MillsJROSS pulls out a gun     <MillsJROSS> Nobody move!      <MillsJROSS> Ace Quest stands as an symbol of greatness and here it lies unnominated!
* It's Best Documentation.
* Spellbound wins it! Mills is finally off the stage... maybe.
* Unfortunately, Eric isn't there.
* The Plug-In award is next. Presnted by DGMacphee.
* It's the Snow Plug-In!
* <Scorpiorus> thanks people   <Scorpiorus> I promise to make it better
* I present the award for Best Room Art!
* And the winner is... Apprentice!!!!
* Fuzzpilz will present the award for Best Story.
* Despite being incomplete, Bestowers of Eternity wins it.
* <DaveGilbert> Thanks everyone!
* Def is on the stage. <def^>    DisplaySpeech (DEF,"Scripting is where the game comes together, and is a crucial part of the game-making process");
* 5 Days a Stranger again!!!!
* The P3n1sh award! <DGMacphee> Remember this category is just a bit of fun
* Smokin' Weed justifies its name!!!!
* The next presenter is Best Demo winner - DarkStalkey.
* The award is the one for Best Character Art.
* Apprentice again!
* DGMacphee will present the Best Non-Adventure Game Award.
* Squinky snatched the surprise winner with AGS Mittens Shooter.
* <DGMacphee> And no here's Esseb to bring you a public service announcement on how to stalk CJ
* Best Sound Effects is next.
* It's the fist award for The Adventures of Fatman!
<Ionias> WooHoo, thanks m0ds couldn't have done this without you.
* DGMacphee will present the Lifetime Acheivement Award, or as he calls it: "The Lifetime Schievement award".
* The man and the legend, Chris Jones!!!!!!! You deserve it, man!
* <CJ> I just want to thank my doctor, my dentist, and all the judges!
* Magintz, the final presenter for the evening arrives! The Music award is next.
* Apprentice takes the lead with its fourth award of the evening!!!!
* DGMacphee will present the award for Best Player Character.
* It's the second award for Ionias! Fatman!!!
* Best Gameplay is next!
* 5 Days a Stranger again!
* Best Game, Ladies and Gentlemen!!!
* It's 5 Days A Stranger!!!!!!!! Yahtzee wins Best Game!!!!!!!!!
#12
With little competition, this is probably the biggest mystery of game crafting. How to create the atmosphere to a game? Is there a set of rules to follow, or a formula? Is it a conscious effort, or is it driven by forces just beyond the designer's awareness? Does atmosphere lie in technical details alone, or do the plot, dialogs and puzzles effect it as well? In this Game Theory Discussion we shall try to pinpoint the elements that create atmosphere.

What is atmosphere?[/u]
Firstly, what is atmosphere? dictionary.com defines atmosphere as "The dominant tone or mood of a work of art.". This definition fits computer games like a glove. What the player 'feels' is the atmosphere. For example, in "Clive Barker's Undying" (yes, it is the only horror game I played. So what if I'm a wuss?!) the atmosphere is scary and creepy, creating a 'virtual paranoia' in the player. Or, "Planescape: Torment" set up an emotional tone to stress the message of the game ("What can change the nature of a man?").

Why do we need atmosphere?
Computer games, as a relatevly new medium, are constantly evolving. Gone are the days when all the player wanted was mindless fun. Now, the gamers are searching for content and style. Good atmosphere can absorb the player in the game, and make him feel much closer to the occurances on his screen. With good atmosphere, it's not just the player character that is running, and shooting, and solving puzzles and being scared - it's the player as well.
There are other things atmosphere can do. For example, it can add new and more sublte meaning, or a new level of connection to the character. For example, in "Grim Fandango" the film noir elements helped us feel better related to Manny, like in the movies of old. Another thing atmosphere can do is present a new perspective. For example, in "Max Payne" the dream sequences are murky and blurry, so that we can play it from Max's point of view.

The basic division[/u]
Traditionaly, adventure games are divided into two main schools: humoristic and serious. This division is of course based on atmosphere. Despite the ability most adventure games have to easily categorize the games into both these schools, the difference is not that easy to define, as the line between both is quite gray. There is no checklist to fill to belong to one of these styles. Instead, it's a collaboration of various parts and techniques of the game. Here are the main things to look for:
1. Art. Graphics are the first thing we witness in a game, and is therefore the initial defining object of a game's atmosphere. Much like adventure games, art styles fall into two main categories: realistic and cartoony. Here is an example of cartoony art, from "Day of the Tentacle".

We can see that the room and characters are not drawn realistically. The heads on the characters are too big (caricature style), the angles of the stright are seemingly random, even the verb coin GUI buttons use a goofy fonts. The animations are also far from authentic-looking, with various stretchable body organs and impossible to pull of facial expressions, as is seen in the following screenshot from the same game.

Now, let's take a look at a realistically drawn room. This one is from "Gabriel Knight: Sins of the Fathers".

As you can see, this one looks much more 'correct' - the angles are fine, the lightning falls as it should. Also notice the attention to detail.
These screenshots show the contrast betweent the two styles perfectly - one is surrealstic and bizzare, the other is organized and realstic.
A serious game will almost surely use realisic graphics (I cannot recall one that didn't), because choosing otherwise will 'lower' it's theme to a joke level (Note: "Grim Fandango" graphics are not cartoony - it's about how you draw, not about what you draw). However, this is not necessarily true the other way around. For example, the first two "Monkey Island" games used realistic graphics.
2. Music. The music is always there, but the player rarely gives it his full attention. This makes it perhaps the most powerful tool in creating atmosphere - it can set the mood like nothing else. Anyway, the same rule as before persists. If the music is goofy, jumpy, happy and bizzare then it most likely belongs to a humoristic game (Mark's "Fatman" soundtrack jumps to mind). On the other hand, if it is moody, deep, creepy, mysterious etc., then it probably is part of a serious game's soundtrack (such as the entire "Grim Fandango" soundtrack).
3. Puzzles. In serious game, the puzzles must be fully logical and not too far-fetched. In humoristic games, the puzzles can use "backwards" logic. The monkey wrench puzzle in "Monkey Island" is a perfect example.
4. Dialogs & Messages. If each and every line of dialog in the game, or every comment tries to contain a joke then the game is probably humoristic. That is not to say that serious games can't have humour - they can, and in fact they should. But serious games should know where to put the line, to know when the jokes become forced.
These are, in a nutshell, the four objects to look at if you wish to make the most basic distinction between various styles of atmosphere.

How to create atmosphere?
After this introduction, we arrive to the one million dollar question - How?
As I said earlier, it is hard to do some sort of formula - there is none. Atmosphere is formed differently in every game, and each game's atmosphere is unique in its own right. This is so because everything in the game influences it - from music, art and plot to the colour the GUI, the mouse cursor and the footstep sound. In fact, each and every gamer grasps the atmosphere of a game a little bit differntly from another.
Nevertheless, I think there are some elements, except the one stated above, the are more dominant in setting the tone of the game. Here are some tips:
1. Equip yourself with a vision. Most great film directors (*cough*stanleykubrick*cough*) have a vision of what they want to do before they begin working on it (*cough*2001clockworkorange*cough*). For a long time, they visualize in their minds what they wish to see in their finished product. This way, when the filiming begins the director has a general feeling of the atmosphere he wishes, and it is much more easier for him to channel it the right way. Many adventure game designers, mostly independant, tend to overlook this. Yes, they do have an idea. But an idea is no vision. An idea is about a concept; vision is about presentation - how the game will look, how it will sound, how it will feel. If you already have a vision of what you wish to accomplish before commencing work, you will find it much easier to set the tone of the game right.
2. Add artistic touches. In DGMacphee's GTD: Backgrounds and "mise en scene" we discussed the diverse artistics devices that can be added to games, but which are, sadly, usually ignored. Things such as light tinting and perspective can add plenty of life and character to a game. Remember that most of these touches are unusual, and thus have a stronger effect then something casual and typical. An example of this would be Vel's "Who Wants to Live Forever?". The death scene light changes were a truly brilliant, and added so much to the atmosphere.
3. Use your cutscenes. In cutscnes, the creator has freedom to do what he wishes without the limitations of gameplay. With more space to manuever, the designer can some very atmospheric scenes. Take Chirlle's "Pleurghburg: Dark Ages" for example. The dream sequence after the first day makes such a strong impression that the player just can't look at the game in the same light anymore.
4. Have non-linearity to stress importance. If during the game the character faces a choice of great importance, the player may feel that his actions are more significance. Las Naranjas' Uber-Protagonist phenomenon enables for this to happen - the player has difficulties with making the distinction between the game and himself, and thus gives in his mind an added touch of importance to the occassion. This way, there is more meaning to the game, effecting the atmosphere strongly. An excellent example would be the ending of "The Uncertainty Machine" (Beware, spoiler ahead) where the fate of the world lies in the character's/player's hands.
5. Use your supporting characters as a tool to define atmosphere. A supporting character is something controlled and programmed by the creator of the game. Through it, he can transfer his subtle messages to convey feelings, themes and messages. It can be an excellent tool in the designer's hand to form atmosphere. The perfect example if Glottis, Manny's sidekick from "Grim Fandango", who formed the light side of that excellent game.
6. Keep a consistent atmosphere. If you try to suddenly change from a surrealistic to a realistic atmosphere, the only thing that will be formed is a mess. Be consistent - do not try to have several contradictory styles and patterns at the same time. This doesn't mean you can't vary your atmosphere - you can. But if you do, then make it subtly and slowly, and always keep close to the game's general tone and mood.

Well, these were my thoughts on the subject. Over to you.
#13
If SSH can pimp his awards shamelessly, then so can I.

Yes, Andail did this before. Yes, Andail is gone somewhere. Yes, I took over. Now re-send those damned nominations to my private message box or email (Boris@Barca.co.il).

Info

If you don't do this, you will suffer the same fate as this little girl.

#14
As I was cruising the Net, searching for an answer to a question I had about Delphi, I stumbled upon a forum. In there, I saw a little thing I think can be useful in the AGS tech forums. Each thread where the problem was solved had a little 'SOLVED' icon by its name. I think that adding such a thing to out tech forums, if it is possible, will make it easier to search through the heaps of old threads. I think moderators, or perhaps the ones who started the thread, should be able to check a thread as 'solved'.

What do you think?
#15
General Discussion / "Foreign" Movies
Sun 21/12/2003 20:52:45
First, if it isn't obvious, "foreign" means Non-American (and to some degree British).

I have just seen Vidocq, a French thriller starring Gérard Depardieu. Vidocq boasts a decent plot with a nice twist in the end, but that is not what makes this movie a very interesting piece of cinema. What is really special here is the directing.
Firstly, the pace of the movie is so fast that it is hard for the viewer to properly analyze the current scene. There is almost no prologue, you are thrown into action immediately.
Secondly, the camera work is amazing. It consists of larger-than-life close-ups of that characters faces (and sometimes, parts of faces), and constant sharp camera movement. The former (extreme close-ups) creates a very special presentation of the characters, almost cartoon like. The latter creates a feeling of being inside the action and adds to the entertainment factor. Another thing to notice is that the color wasn't the popular technicolor, but duboicolor. All of these techniques are rarely seen in American cinema, surely not as exessively as in this movie.
Such things are what makes European (mostly) cinema, generally, more interesting in my eyes than American. I am not saying that I am a big enthusiast of European cinema, or that I watch more European movies than American. I am saying that had I an American and an European movie, the latter would be the one from which I would expect something special. Movies such as Le Fabuleux destin d'Amélie Poulain or La Vita e Bella often offer a fresh and much-needed break from the uniform Hollywood style.
Is the American audience so simple? Can it not accept the European style? Or is the audience ready, but the studios aren't willing to take the risk? I'd like to see your thoughts on the topic.
#16
Remedy, the developers of "Max Payne 2: The Fall of Max Payne" described it as a "film-noir love story". And they hit right the spot.
In a world where most developers see a storyline as no more than a nuisance ("Who cares about a plot? Look how great that zombie looks!"), Remedy managed to create a game focusing on characters and plot advancement. The familiar comic strip cutscenes are what matters most in this third-person shooter, not the excellent level designing, the cinematic feeling or even "bullet-time". The player plays and finishes level to progress the plot. For example, a rough count came up with 5 levels where the player doesn't need to shoot once! Just move forward and enjoy the atmosphere.
Quality speaking, there is nothing ground-breaking in the game's story, or the characters. But both are conveyed greatly, including the very touching end. The player really has a feeling that this is interactive fiction.
Riding on the success of its prequel and being an excellent game in its own right, Max Payne 2 will surely sell well. Can this mean a new trend in games? Will there be as much effort put in storytelling as in graphics, to make all us plot-lovers happy?
Personally, I doubt that it would bring a revolution. Game like Quake and Unreal will still throw a huge buck on improving their details and textures. But I am pretty darn sure that more plot-focused games will follow, and that 2004 will show a big rise in such games.

So what do you think? Can storytelling finally become popular in modern gaming?
#17
General Discussion / Perfect match?
Tue 23/09/2003 14:58:19
After a 5 years break, Terry Gilliam is directing a movie again. And not just any movie, but the first ever Terry Pratchett movie (bar an animated Soul Music). A perfect match?

http://us.imdb.com/title/tt0155724/
#18
General Discussion / Holocaust Memorial Day
Mon 28/04/2003 20:04:27
Today is the Holocaust Memorial Day Eve in Israel.


                   

In honor of the 6 million slain by the Nazis.
#19
I'd like to suggest the function in the topic. Similar to CenterGUI, except that it center objects.
#20
Seems like we won't be able to do it in time to participate, but we do want to finish this game.
We are Team 3: Barcik, Cornjob, Magintz, LGM and MillsJRoss.
You can find details about the game on it's page at:
http://www.fbc-bettendorf.com/lgm/design/index.htm
(Page includes design diary, screenshots, game info and the intro, which we release just to have something done for the deadline :P)

We are searching for voice actors, contact LGM for details at LilGryphMaster@msn.com.

Release Date: May
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