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Messages - haroldw

#1
I have around 8 episodes completed , but only one online (for now).  I'm not as good as you and others here, but thanks to studying games like yours
and reading the grumpy gamers blog - I'm skilled enough to build something that has some entertainment value.  I wrote my own game engine so since it's
not AGS - I will PM you the link (plus this thread is about your accomplishments - I won't disrupt the thread with a link to a different game.)
If you have any tips or criticism please PM me, I love getting advice from a pro.
#2
Mandle is number 1 and I'm number 2 :-D
Your game is probably the most epic and puzzle filled, AG I've played.  Congrats on the release in Zodiac's store.
I can't help but wonder if TRUE adventure games will ever again have the exposure they deserve.  Lately I've seen many games advertised as
adventure games - and they are not adventure games at all.  I enjoy playing other game genres BUT, hidden-object games are NOT adventure games.
escape-the-room games are not adventure games. and I would dare say (risky statement here) RPG's are not adventure games.

Sorry for the rant,  It's just one of those days.
and just like Mandle said, I studied your game structure when I developed my series.
#3
Critics' Lounge / Re: Portrait Suggestions
Wed 04/11/2015 07:31:37
I have very bohemian taste,  so you can't go by me.  But I really like the one with the green eye.  I felt like there has got to be a story behind why only one eye is green.   
an accident ?   was he born that way ?  result of emotional trauma ?
  The added colors on the metal plates accentuate that eye.  I didn't pick up on the finer details like your other commenters, but after reading their comments I noticed the blue/green plate under the lower lip, nice touch to draw attention to the overall expression.
But CaptainD, Frikker and Selmiak, know more about the overall story and probably have a better feel on what you're aiming for.
#4
I am buy no means as qualified as all of the commenters here,  but that has never stopped me before - so here goes.

I see your Pink Cloud music vid  is getting a lot of attention.  That's great.    Loved it when the characters (even mountains) started dancing.
Sort-a like watching television on Saturday morning (when I was a kid).
I think your work (and Pegboard Nerds)  has already answered the question I had in mind - i.e.   Target Demographic. 
Remarkably, I think your project has mass appeal.
You used the phrase "new wave in interactive content". This tells me that you already have put a lot of thought into your venture.   I only know about the old wave and I'm confident every developer here at AGS has tried to add-to the Adventure Game formula (inventory bar, puzzles ... ). 
These guys here make Great adventure games,  but I have a sinking suspicion if the old AG formula is not used - then it's not really an adventure game.  Maybe things cannot be both new and old at the same time.  But I'd love to see you create something new - go for it.

[ side note ]     GreenLit = congrats (ykwya).
#5
This is the 1st I've heard of else.heartbreak()     Looks very professional and promising.  I think they're promo demonstrates that everything about
it is unique - including the story.    Actually looks like it's worth trying.
Lastly, I think the days of 30 hours of play (per game) are almost over.  I've lowered my expectations on lengthy gameplay (but I could be wrong).
One of the last adventure game demos I played, was about 4 minutes long (geez).
#6
Hi Fitz, I finally got around to playing your game Magenta.  It is excellent.    I had my doubts, but it's everything you said it was.
Both brave and bold.  Although I don't like comedies, I did find myself laughing out loud.  Comedy is always risky but it worked.

Because it's a demo, I couldn't find numbers or get a feel for how many have played it.   I'm sure the AGS community will enjoy it and
you probably will have to do some marketing if you want non AGS people to see it.
#7
I think you did an excellent job.   I enjoyed it a lot.   It's very experimental.  The graphics were fantastic.
I would never have accepted a serious theme that is surrounded by cartoons, but you managed to draw the characters in a way that they can be taken seriously.
I think the plot is complex, layered and well thought out.   I try to have complicated plots in my games,  but this one is very clever. 
You maintained total control over the story (all the way thru) - that's difficult to accomplish.
   
I'd have to  agree with Monsieur OUXX - intriguing.

  drawbacks:  1)  can a "heavy" topic make an entertaining game ?? (for me yes, but probably not for the masses)

              2)  would have liked it if the lead character could ask the busker to sing title song again
                    (it went too fast for me to catch the lyrics - I have a feeling the lyrics to the song play an important part in the game).

  p.s. will echo this when I recommend it in games section - just wanted to give quick feedback here.
#9
Interesting question Slasher.
I think you ALMOST can't have a popular adventure game that does not have a dead person as part of the plot.   So dying in adventure games is almost a necessity.  The only question is who dies. 
I don't want to see "lives" return as a trend.   I want adventure games to be light and fluffy, like cotton candy and buttered popcorn. 
Then, some brave  bold developer will shatter the illusion with a game full of death and dying.

I'll  have to keep reading you guys comments, you ALL have good view points on this.  ( suicide-machine  LOL)
#10
Slasher - I think your question is really at the core of what an adventure game is.  The folks who are cryptic - are so far and few between, it's not enough to
          sustain a project.
Mandle         - Your concepts are spot-on.  Foreshadowing.
MyEakinBack - We are in the same boat.  I think the human capacity to remember things is on the decline.    Also the word patience comes to mind.
MiteWiseacreLives! - I totally agree.  I'm still deciding on the approach I will use. Seems like Foreshadowing will work UNLESS, they cannot roam back to
                     that area - then the - just make it make sense, approach will resolve any frustration over the puzzle.

You all have very impressive lists of games you've created. Lastly, I was very surprised at the popularity numbers (Interactive Fiction vs Adventure Games).
Everyone is not exactly wild about puzzles (although I am).
#11
Hi AnasAbdin, congratulations on the Anastronaut/Moon Hopper series. Good luck with Tardigrades on Steam Greenlight.  I have to get myself up to speed on
how it all works.  Afraid I don't know much about these indie-distributers and voting.  The floating ice mini game in the trailer - great old school idea.
For now I have to settle for Dexter Morning routine.   With Dexter, I can see you are creating new game concepts, for me I would define this as an Art game     because it has that feel about it. It's fun to play.  I haven't actually won yet. but I got that pesky mosquito. Also recommended it on the games page.

Moon Hopper looks very intense.  It's impossible to give a take on it without playing it but I think the trailer does show that it's an intense and intriguing game. rather Epic.
Hard to believe you're able to just crank these things out.  I think it's hard to hold the public's interest without a dead body or zombies running around.  I didn't see any in the trailer so I assume you and I are relying on other techniques to hold their interest - I find this very difficult.
   
  Sorry for so many words, but I know hard people work to create these games.
#12
Hello all, I'm haroldw  - Like other newbies, I've been playing AGS games and reading the forums for a few years before joining.   UNfortunatley I'm sort of one of the those spam-lite guys, that you guys hate.  BUT I also have a legitimate reason for joining.  To comment on games that I've loved and let those developers know that their work deserves the highest respect.

At some point in the future, after a decent number of posts, I'll post my efforts - IN THE GENERAL DISCUSSION THREAD (see, I get it).   
By the way, I did not use any engine, decided to do it from scratch but AGS was one engine that I seriously considered. Basically because of playing Adventure Island  (before that, I didn't know AGS could produce Hi-Res stunning graphics).
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