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Messages - Ali

#2881
That looks terrific, better than I thought it would.

With a detailed background, it'd be really lovely. I hope you'll see a lot of people have a go at putting this into practice.
#2882
Quote from: kingsized on Fri 23/04/2004 18:10:49
"WHAT IS YOUR FAVORITE CARTOON CHARACTER/ WORLD WAR II DISASTER/ BRAND OF SAUSAGE/ FORM OF PETROLEUM TRANSPORTATION/ POSITION FOR LOVEMAKING/ GOLDMINING LEGEND OF THE 1800's??????"

Bender/Development of 16mm film stock/Veggie sausages/Easily-exploded tankers/In them thar hills/See previous.

I mean to say:

Surely, if a "what's your favourite" thread is boring, people won't post in it. Frequently repeated threads (like adventure games) are still fun for people new to the forums. Older members may have posted "Monkey Island" a hundred times, but newer members haven't and should be given the chance, I'd say.

#2883
The biggest problem I have with drugs is their connection to criminality and exploitation. I think it's possible to use many drugs responsibly, but still not a terrific idea. I don't drink alcohol, smoke or use illegal drugs (which people often refuse to believe in view of my long-haired, unkempt visage).

Tea is enough for me. Precious precious fair-trade tea. Delicious and ever... so... four cups a day...

Well I'm off to get some tea.
#2884
Quote from: Samuli on Thu 06/05/2004 10:41:23
I've also seen Bowling for Columbine, and frankly, I don't think he has made anything up for the film. I think all the sources are awailable incase you want to check it out.

No , I don't think he makes anything up, but his sources are questionable. I don' think he spend enough time. checking his figures - or presenting them in a useful way.

He lists the number of annual gun deaths in Britain, France, Canada and a number of other countries then compares the numbers to the USA's yearly grand total. It's much higher, but the US is a much bigger country than any he compares it to, so the statistics aren't in the least bit useful.

I see the point of his arguments, but I wish he would make them better. By making the errors he seems to make, he just gives his enemies ammunition.

And Disney don't want to release his film in an election year? In the name of fairness and freedom? Can't they see the contradiction there?

shbazjinkens:
Exactly, the only way to allow the public to take part in a democracy is to give them ALL the information available. Without truth there cannot be democracy. Filtering out certain material because it's partisan is a non-partisan action because it favours the status quo, and this favours the liars that run the world.
#2885
Quote from: stuh505 on Tue 04/05/2004 18:21:19
I think Evil meant for walking around the inside of a 4 sided building...if this were for walking around the outside the lines would be going the opposite direction...

If I stand in the middleÃ,  of a room and rotate (as so often I do) the corners are further awaf from me than the middles of the walls. If this is an interior the 'bulges' in the walls should come down from the corners, not up, a character getting larger at the bottoms of the bulges.

Since the bulges go up, I presume we are outside a building, tracking around it with a character who gets larger at the corners.

And I think Scorpius is right, games with 360 degree viewing display flat images through a kind of fish-eye lens that simulates 3D. I was thinking though- if AGS allowed frame by frame control of AVIs or other video files and allowed you to use a video as a backdrop (which might be possible and I just can't work it out) then you could achieve this effect by creating an animation using 3D software that pans 360 degrees inside a 3D interior or around a flat image (with distortion).

Then a character could stand in the centre of the screen and the video would play forwards when you click to it's right and backwards when you click to its left and so on...
#2886
Normally I prefer to be positive rather than negative. But I'll make an exception:

Any film by James 'Worst Human Alive' Cameron.

To be fair, I haven't seen all of his films, but come on - he's the worst human alive. At least the worst film director, and what's more important than films?
#2887
General Discussion / Re: Stupid Forum Quotes
Tue 04/05/2004 11:10:50
Remember when Rave said:
Quote from: Rave on Tue 04/05/2004 07:50:24
Nooo, don't let this thread die. There are surely some other quote out there. Comon people, grab a cuppa coffee and rack your brains.

And remember when I said:
Quote from: Ali on Tue 04/05/2004 11:10:50
Remember when Rave said:
Quote from: Rave on Tue 04/05/2004 07:50:24
Nooo, don't let this thread die. There are surely some other quote out there. Comon people, grab a cuppa coffee and rack your brains.

Ah postmodernity...
#2888
The Simpsons uses distorted backgrounds to simulate panning, and I think some of the discworld backdrops did a similar thing.

I think the arcs that describe the bottom of the walls on your diagram would have to be a little steeper though.

I'd be interested to see if this would work. I'd try it out, but I'm on a network'd computer sans AGS.

#2889
I think the reason many people lean towards sierra-style characters is because the visual conventions are more straight-forward and thus easier to reproduce in those games than in games like Day of the Tentacle.

If you draw a room with all straight lines and one or two point perspective, it will look quite like an old sierra backdrop. If you draw a room with wobbly lines and confused perspective it quite possibly won't look anyhting like DOTT.

But Gilbot's right, there are a load of games that have succeeded in a more cartoony style.
#2890
Inaugurate me quickly, and you'll get an attractive carriage clock absolutely free.
#2891
Quote from: Eggie on Wed 28/04/2004 16:26:11
Best Photshop phriday EVAR!!!!11

Best "best photoshop phriday ever" ever.

#2892
I don't know about kitchen, but my favourite wood-working tool is the adze.



You could put an adze in a kitchen - Hell, you could put one ANYWHERE.

They're multi-purpose.
#2893
Critics' Lounge / Re:My New Beard
Sun 25/04/2004 15:29:47
I think it's funny.

Damn it Frisby, now you've broken my sense of humour.
#2894


A statue commemorates manny's epic journey.
#2895
The stillness certaily woldn't bother me, as long as the story and puzzles were strong - what made Blue Ice particularly playable in spite of its stillness was good use of sound and music.

The only thing I'd suggest for the image itself is that you try to sharpen it somewhat. It's a little soft for my taste. You could follow GhostGR's tips, reduce the image to 320x200 or try upping the contrast for an interesting look.

Either way, I think the idea of cinematic angles could work out really well.
#2896
Do any of you ever have ideas for games that for one reason or another you aren't interested in pursuing?

From time to time I'm hit by what I think is a good idea, but one that I know I wouldn't enjoy working on because It wouldn't suit my style.

If the same thing happens to other people, I thought it would be useful to collect unwanted ideas, so that they could be picked up by people who could make a better go of them.

This idea would not necessarily make for a terrifically original plot, but could make for very interesting gameplay. It could work with a realistic or fantastical storyline but for the sake of explaination, I'm setting it in the future:-

The main character begins in prison. Like his fellow prisoners, his memory has been erased. I know it sounds clichéd, but bear with me.

The player guides him in his escape and his search to discover his crime. He learns about four figures involved in his case:

1: A powerful businessman
2: His estranged son
3: A charismatic cult leader
4: An investigative journalist
(Any roles are possible, these are examples.)

The hero learns that he has committed murder (or some equally heinous crime), by rooting around the lives of these 4 people. Ultimately, the player discovers who the hero is.

Now here is the challenging-to-programme part: When the hero is faced with puzzles and interactions he is also faced with moral decisions. Here's an example.

When escaping from prison, the player must get another inmate to help him. He can do this by choosing persuasive dialogue options, or threatening ones, or by tricking the prisoner. During the break-out the player must choose whether or not to use the other prisoner as a decoy for the guards in order to escape himself.

Once the player has solved the logical or lateral part of the puzzle, either moral decision will work out for them. However, the player will without their knowing recieve a score for each decision they make against the following criteria:

A: Forcefulness
B: Violence
C: Lying
D: Kindness
(again, just examples)

So every time the player chooses to lie, or to be kind, they are given a point in that column.

The player is actually forging the character of the hero as they play. At the end of the game they discover which of the four characters they killed, and they discover which of the for characters they are. (The four characteristics corresponding with the four characters, of course).

It wouldn't be easy to make this game well, but if someone succeeded, I think could be very good.


Anyone else have any unwanted ideas? Maybe better ones than mine?
#2897
Critics' Lounge / Re:Beard of pirate captain
Mon 19/04/2004 17:36:25
I say use all of them at different stages of the game. Though that would mean a lot of extra views.
#2898
1. In third person terms I think of a game where the lead character will have a character rather than be a representation of me on screen, jumping when I press jump and so on. In terms of first person adventures, I think of a sense of exploration and discovery.

2. Characters are key. You can have an action game with or without characters, they might be a bonus but they aren't essential. An adventure without characters, or without evidence of intelligent life, would be no adventure at all.

3. Revolution Software (Broken Sword series) UbiSoft made Exile... um...

4. Full Throttle, Riven, Monkey Island, Broken Sword 1... um...
#2899
General Discussion / My Amazing Adventure
Tue 13/04/2004 18:26:11
Okay it's not that amazing, but this is an almost exact transcript of what happened to me today.

Ali's Girlfriend: "I have dropped the key out of the window. It's landed on the roof below."

GET KEY

Ali: "I can't reach the key."

GET STICKY TAPE

GET MAGNET

USE STICKY TAPE WITH MAGNET

Ali: "I've made a sticky tape rope with a magnet on the end."

USE CONTRAPTION WITH KEY

Ali: "It's not long enough."

USE CONTRAPTION WITH STICK

Ali: "I've made a fishing rod contraption."

USE FISHING ROD CONTRAPTION WITH KEY

Ali: "The key isn't magnetic"

GET ANNOYED

DROP MAGNET

GET PAPER CLIP

USE PAPER CLIP WITH FISHING ROD CONTRAPTION

Ali: "The paper clip is like a hook"

USE FISHING ROD CONTRAPTION ON KEY

Ali: "The wind is too strong, the hook waves in the wind."

USE BATTERY WITH CONTRAPTION

Ali: "This heavy battery will keep the contraption steady!"

TALK TO ALI'S GIRLFRIEND

Ali's Girlfriend: "Let me do it."

BEGRUDGINGLY GIVE CONTRAPTION TO GIRLFRIEND.

LOOK AT GIRLFRIEND

Ali: "She's managed to get the key."

Ali's Girlfriend: "Hooray!"

SULK




Has anyone else ever found themselves in an adventure-game-esque situation?

#2900
There are two typos here, I don't know if that's allowed, but they are really common mistakes, and I think I've seen you make them Farlander. Are you sure it was a good idea to start a thread where people point out your errors?

I feel like I'm being unkind.


The animation is a little more manic than I intended. And the blue dots don't look much like sweat beads. Never mind.

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