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Messages - Andail

#481
Lovely photos! Congrats!
#482
I thought this was supposed to be a new moving thread, where people fill in where they currently are.
#483
Quote from: Myinah on Sat 22/02/2014 09:50:49
http://www.adventuregamestudio.co.uk/forums/index.php?topic=1682.msg68984#msg68984

Great link, Myinah :)

It's fun because basically 90% of everyone I remember from back then posted in that thread.
#484
General Discussion / Re: The Zero Theorem
Sun 23/02/2014 09:28:45
12 monkeys is one of my top ten movies all time.

Having said that, I have no expectations on Zero Theorem, really.
#486
I think what this thread needs is lots of relatively new people who weren't even around when Yahtzee was to explain what they think really happened.

The only worthwile thing with this thread was this quote:
Quote
Cthudos to you, sir!
Good one!
#487
Goodie, there's now a direct flight from göteborg to lisbon. Cat, how much should I paypal you for the villa?
#488
Ok, I was under the incorrect assumption that this was a game plot, but now I understand it's really a summary of a novel :)

I like the idea, it's always interesting to play around with things like memory and consciousness. I especially like how one character has stolen someone else's very fond memories of an ex partner, and now in turn grows obsessed with that person as a result.

I would consider making this a shorter piece, maybe a novella, and narrow down the scope a bit. Instead of having two villains, various action sequences and parallel plot lines and whatnot, maybe you could let the protagonist be the one stealing others memories for kicks, and make him/her become obsessed with a character from within such a memory. So we're intimitely following a memory-stealing anti-hero, now falling irrationally in love. Intriguing, no? :)

I don't know how used you are to writing, but if you don't intend to make a full length action novel, scaling down and killing darlings is definitely the way to go here. It could turn out more philosophical and suggestive without all the extra characters and bad guys and heroes and plot twists etc.
#489
Me and Joel (Kathy Rain) have considered making something for that jam, as a little pilot for a larger project. I totally love the theme(s) and we considered making a cyberpunk adventure together anyway.
#490
Hello and welcome to the community!

I think it sounds strange that you have been laughed at and felt unwelcome because you're female - if anything there's a shortage of female game developers and most people I know think it's great if that could change.

Having said this, I think your idea of game making as an occupation seems slightly optimistic. I'm developing a game right now and have done so for some 1 1/2 years, but before that I saved up lots of money to be able to go down to working 80% at my daily job. Having a steady income and substantial savings were crucial for me to put so much time and effort into a game, and I don't even expect to make very much money on it (more than perhaps cover my VO costs).

AGS and other developing communities are usually rather skeptical about people with grand plans but nothing to show. People around here will wait for you to release your own game before mustering up that much enthusiasm, simply because many people are gifted talkers but not great doers. Kickstarter and crowdfunding sites in general seem to work a bit more chaotically; suddenly something just goes viral because their pitch video is hilarious and they gain LOTS of attention, so if you have at least some material and then shoot a video of yourself talking passionately about your project and then update your campaign and tweet constantly and so on I'd say it's worth a shot.
#491
AGS Games in Production / Re: Anarch Universe
Tue 18/02/2014 08:51:36
Stellar sprites!
As people have already commented on the font, I'll refrain from doing so myself :)
#492
Hi Janos!
I noticed that you started a duplicate thread about this over in gen-gen. I realize it can be disappointing not to get any feedback, but there's no way around this really - either people feel like giving you c&c or they don't, and the reasons may vary.

A large chunk of text can seem inaccessible and daunting for the common browser. Music and pictures are much easier to take part of and comment on. Having said that, your piece suffers from a few more issues that make it even less legible.

First, I don't know exactly what I'm going to read. Your post is simply hard to follow. First there's an introduction of yourself and your post, then there's a short semi-poetic text on memory. Then there's a very brief synopsis of your game. The comes the hidden section. I don't know what a "prelude" is in the context of game design - but I can guess that it's a text meant to set the tone or atmosphere of the game. I reckon it's not the manuscript itself, since, well, it doesn't read like one. But it does have even more explanatory text and character descriptions and stuff, so it doesn't read like a short story either.

I think it would be better if you presented this as a short story.

This brings us to the issue of formatting. On the Internet, you have to be much more generous when it comes to paragraphs. People need lots of space and places to pause. Second, your dialogues are written like lists. You don't want all that space after the dashes (in fact, there's never more than one space after a punctuation mark).

Typically, you indent three spaces, then dash, then one space:
   - Hello, said the doctor.
   - Hi there, I replied.

Furthermore, it's not great practice to have so many lines of dialogues stacked on each other, since that too will make it look like a list. You don't people to feel like they're reading lists. Try to break it up with more descriptions, or simply longer lines. And don't write the names within parentheses like that; either use normal verbum dicendi ("said Tolbert") or convert entirely to a movie script kind of format.

I think your text will have better success if written like a clean, well-formatted short story.
Good luck!
#493
The Rumpus Room / Re: Because.
Fri 14/02/2014 11:03:13
I woke up this morning two guns short of a masquerade
#494
Mind your brackets:

Code: ags


function room_LeaveRight()
{
  if (cEgo.View == 1){ // you had an extra closing parenthesis here
    cEgo.ChangeRoom(4, 43, 323);
  } // you didn't close the first if statement here
  else cEgo.ChangeRoom(7, 43, 323);
}



You either need to use { and } around the commands, unless it's only one and you can write it directly after the condition, like I did sfter the "else".
#495
Looking good, Grundislav, I admire your passion and ambition, basically learning to draw from scratch and putting together all this art for game after game.

Quote from: KodiakBehr on Tue 04/02/2014 01:25:36
Yay!  Can you give us a hint as to who you've signed with?

hm yeah who can it be...
#496
Selmiak, I see where you're coming from, but I fear your version would take away from the serious, sombre atmosphere I'm going for here. I hope you don't object if I choose not to use your ideas in any future versions :)

Okay, so I'm probably ditching the "bla bla present" text, but I'm too modest to include my own name there, because imho putting names along with titles should be reserved for people like Sid Meier or Daryl F Gates and the likes.

So what I basically need is some kind of tagline or subheader or something... like "can you read between the lines?" but much less corny and sucky
#497
Thanks everyone!
I'm strangely illiterate when it comes to logos and typography and stuff.
I took all your collected wisdom and made this:

* Lowered, enlarged titled and made it bolder. Also chose a better font, hopefully less ms paint imported looking
* Added a little text with company names and present
* Kept the lower black bar (it might come in handy if I want to tack on more logos and crap, but spread the two current logos to balance it out a bit
* Increased definition on fantasy village to make it less blurry/pixely
* Reduced pink tones in girl's face
* Added hair definition and details on girl
#498
Critics' Lounge / Samaritan Paradox Box art
Tue 11/02/2014 10:58:42
Hello AGSers
This is a first draft of the poster/box art for TSP.
First I wanted to go for something more alternative and artsy, but I ended up with this rather conventional.
Any C&C before I send this one off to Screen7?
#499
AGS Games in Production / Re: Kathy Rain
Mon 10/02/2014 18:43:09
Looking great as always, Joel! However, I'm personally a bit bummed about a 2015 release... that means our highly secret joint super project X will have to wait a bit longer!
#500
There's no note of you being banned/unbanned in the history of bans, so it was probably just a technical glitch somewhere.

Oh and no need really to address the entire community about matters like this, just contact a moderator next time.
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