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Messages - Akatosh

#581
General Discussion / Re: an art game
Sat 30/08/2008 16:16:04
Quote from: bicilotti on Tue 12/08/2008 15:28:40
http://www.mediafire.com/?jjtoxplqwqp

A broken link! Travesty!  :o

But don't worry, the solution is only a click and about 30 seconds of intense annoyance away.  ;)
#582
The Rumpus Room / Re: The AGS Stickam Room
Sat 30/08/2008 16:02:48
Thanks. I knew you'd appreciate the brutality.  ;)
#584
NOTE: I'm not developing this on my own, but in cooperation with a TIG forums member by the name of BaronCid. That's why the graphics look so good.  ;)





(The green stuff is our version of Runner's Vision, in case you were confused  ;))

An entry for TIGSource's bootleg demake competition, this game is a 2D-platformer-adaption of Mirror's Edge. It's rather straightforward: Using a wide array of moves, including running, sliding, (wall-)jumping, climbing and more, you have to travel through the levels as fast as possible in your unrelenting quest to deliver some mail and, much more important, gather a high score. Controls and gameplay are semi-realistic: You have to run a little to get to maximum speed and you can't stop dead in your tracks, but controls still are a lot more precise than in, say, the original Prince of Persia. Another unique feature is the "momentum gauge" at the top of the screen. While you're running, it starts to fill up. The further it gets to the right end, the more moves you'll be able to execute - for example, you can't slide while in the blue region of the gauge.

That's pretty much all there is to it. It's a small, non-pretentious, but hopefully fun game. If you care, please also visit the thread over in the TIG forums.

Expected date of release is September 7th, because that's when the competition ends, and I guess we'll need the time. The game is in a playable state right now, but... it's a total glitchfest.

Yeah, well, it's back in production. New ETA is around the middle of November.

Sooo... any comments?  :)
#585
First of all, thanks for the input, egamer. Criticism and comments are always welcome, even if they seem a tad uninformed (didn't you wonder what OROW might mean?) and rather unfriendly. But as Ben and Daniel have already stated, the things you objected to are mostly a question of taste. If you didn't like the jokes and the graphical style - well, people can have different preferences, and yours needn't match mine. Daniel pretty much says it: it's just a certain style, and if you don't like it... well, tough luck.

Quote from: egamer on Fri 29/08/2008 21:40:06
But I still can't see the point of trying to complete a game in one week, expect as a practice exercise.

It's the point of the competition. That's just what it is about - trying to make a (small) game in a single week. That's why it's called "One Room, One Week"!

Quote from: egamer on Fri 29/08/2008 21:40:06And I still don't like the quadruple-amputee style of sprite drawing.  But, to each his own.

As you said, to each his own. I'm not trying to draw realistic (I'll leave that to the ego-shooters with three-digit-million dollar budgets) and if you don't like it... well, again, tough luck.
But I've been receiving a lot of comments that suggest using bubble-esque hands visible in the walkcycle would be a good idea, so I might switch to double-amputee in the future.  ;)

Quote from: egamer
Using text for the cursors, especially at such a small size, seriously detracts from the game because you have to stop and read each cursor as you cycle through them.  Graphical cursors, even badly drawn ones, can be recognized at a glance.  I like text games, but if you're going to use cursors, then you have to make them graphical.

I'll consider that.
#586
All join the chorus:

"Hello and welcome to the forums. It's understandable that you're excited about making your first game right now, but please read read the forum rules first before posting.  And Akatosh, stop pseudomodding."

:=
#587
He he, Club Truc.

I think I might speak just barely enough french to get a vague idea of what the game is trying to tell me, but I'd much rather wait for the english translation. Looks interesting so far, though!
#588
Finally remembered this thread. Yay. :P

Anyway, thanks for the kind words. :) It's good to hear you like the dialogue and plot (well... "plot"), seeing how that area was the one most work went into. And yes, you will see another game starring these two eventually... even right now, I can't stop thinking up potential villains. :p
#589
Most of the mainland US? Aww, gee, fellas, you shouldn't have.



(I had to take some liberties regarding shape, outline and the number of stars and stripes... but hey, who likes Alaska and whatever that state at the down right end may be anyway?  :P)

It's a little hard to recognize, but if you rotate the outline and compare it to the original version, you'll notice it's still there. Mostly.
#590
General Discussion / Re: an art game
Sat 16/08/2008 10:44:31
Dan seems to have deceased, so I'll just post that here, seeing as the thread seems to be rather appropiate for things like that.

We had quite an extraordinary SHAG some time ago, and I think I speak for all participants when I say that it was a whole load of fun, and pretty satisfiying, too. Our strange love child can be found over here.

If the innuedo hasn't killed you yet, the hourgame competition revolved around taking the source of a previous hourgame (Jelly by Ben), making a sequel based on it, and then assembling the whole thing into one semi-continuous story. It's... interesting.
#591
Use your drawing application to save the image as 32-bit png and check the little box that says "alpha channel". Import it into AGS via the import from file funtion, and answer the popup message with "Yes". Problem solved.
#592
General Discussion / Re: an art game
Tue 12/08/2008 17:09:06
This game poses an interesting ethical conundrum. Due to the ever-increasing restrictions imposed on the freedom of movement, we found ourselves thrown into an environment we are unable to fully explore, let alone alter; more and more often, we do not even appear to become aware of this situation. Our dire need to experience at least a brief illusion of escape - or rather, escapism - leaves us to the mercy of the local authorities, which, themselves being trapped in the very same inescapable continuum of laws and regulations, will attempt to taste their small drip of power to the fullest and ask unspeakable, unnatural acts from us simply for their own amusement. Whilst we are able to deny these requests by stark violations of each and every social norm, this unalienably throws us into a downward spiral of addiction and self-defilement, ending in our untimely demise - we might be able to throw off the iron shackle of society, but the choking collar of physical needs remains.

A throughly rousing criticism of the "free" westernized world. I tip my hat before you, sir.

:=
#594
Let's take it back. No, I won't watch the olympics, because I'm not interested in sports

(Apart maybe from the soccer world championship... but that's only because the police breaks in your house when Germany is playing and if you aren't watching sports, you're dragged out in the street and shot. Or so I heard.)
#595
Quote from: vict0r on Wed 06/08/2008 16:47:13
I'm sure he would be exhilarated

I too think he would be quite flabbergasted, if not even exuberant!

... yeah, sorry. I'll stop that.  :=
#596
I'm usually reminded of games and (sometimes) novels or movies when listening to music. Freedom Call? Baldur's Gate. ASP or System of a Down? Planescape Torment. Napoleon XIV? Southland Tales.  :=
#597
Hello again. As you may or may not know, there's a competition running over at TIGSource right now with the theme of "bootleg demakes". A forum user by the name of BaronCid and I am working on something right now: a 2D-version of Mirror's Edge.



(mockup)


Together, we've got nearly everything covered - game design, writing, scripting, music etc. There's only one thing we lack: a lo-res pixel artist. So far, BaronCid has done all the graphics and the results are not even bad for somebody who hasn't really done that before... but it takes him an unhealthy amount of time and motivation. So we're looking for:

► either a talented pixel artist who would be willing to do the job all by themselves (fat chance  :P)

or

an experienced "backup artist" who'll collaborate with BaronCid and help him by reducing the amount of work to an acceptable size.

That's it. Thank you for your attention. If there's anything else you'd like to know, just PM me and I'll rip your head off be happy to answer your questions. :)

Looking forward to hear from you,
~ Akatosh
#598
The Rumpus Room / Re: The AGS Stickam Room
Sun 03/08/2008 15:11:18
Quote from: Haddas on Wed 05/03/2008 17:14:24
I'm not expecting this to last but if there is an evenings worth of entertainment to be had then i am satisfied :)

Hm...
#599
The party never ends. It goes on and on and on and on and on and on.

Which is to say, while having it "spread" would be nice, AGS sadly hasn't been ported to systems that are both more common and more powerful than the iPhone. So why should there be one for that thing?
#600


I think we can return to less retarded behaviour now... or do we have to go through the O RLY routine first? I forgot.
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