Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Atelier

#1221
General Discussion / Gotta catch 500+!
Tue 29/06/2010 19:40:33
Yeah, I'm shamelessly a Pokémon fan (haven't watched much of the TV branch but love the games). Yet following the unveiling of Pokémon Black and White I'm unsure where the franchise is heading.

The reason is simple. Time and time again Nintendo has failed to produce an original storyline - every game they recycle the same old plot devices. It got boring after the 3rd generation. And, even simpler, there are too many pokémon. Something can only be quirky and original if it is orginal. There will soon be over 500 pokémon, and the artist's imagination peaked in the 3rd generation. Why don't you see for yourself. They aren't a patch on the originals. What the producers need to focus on is reusing the pokémon; but not the story.

So please, Nintendo... STOP MAKING POKÉMON before you KILL THE FRANCHISE!

Edit: On second thoughts, the pokémon Hihidaruma looks pretty neato! But Gear? Are you serious?

Spoiler
THE REST SUCK.
[close]
#1222
Probably the font set doesn't have a character for the apostrophe you're using. Try changing it quickly, then see if it works.
#1223
Wherever you want it to happen. If you want them to do it on the first room, put it under room_Load.
#1224
Ok, so I've been trawling the Apple website for some free games to download. Most people think "Mac + Gaming? Don't make me laugh!", but actually there are some very good developers out there. Anyway, I've only found a few worth buying, but most (as they are demos) have a 60 minute or 1 week free trial. But really, are timed trials in games a good thing?

Personally I don't think so. It's off-putting when games immediately force you to buy them when you start them up. Sure, that's the only way developers make a living; but when you're asked to buy it before you've even played it, I think it's unnecessary. The best demos I've played don't have any trials, and indeed they're the ones I'd most likely buy. I'd rather pay to have tons of extra features (notice extra - demos should clearly show what can be unlocked/gained from buying the full version), than paying just to have the timer taken off.

An example is Pandora's Pests. You are literally paying for a "license" to ensure it doesn't expire after fifteen days - you get no extra features whatsoever. To me, that's not the nature of a demo. I want something I can play quickly, then decide after whether it would be worthwhile buying a full version. (Aside, Pandora's Pests is an awful game).

So, do timed trials make you want to buy a game?

PS (Sorry if this was meant for gen-gen)
#1225
I vote for Macay.
#1226
General Discussion / Worst Website Ever?
Thu 17/06/2010 20:29:09
Are you man enough to click this link? This is this most poorly designed site I've ever, ever seen. PANSIES?

And would somebody please care to translate? And could there possible be a worse site out there? Post here if there is!
#1227
Enclosed spaces, dark nooks/crannies, vague silhouettes/shadows, warped realities, insanity, hint at everyday situations (Doom 3 was good at this - every dead body has a terrible story to tell). Play on common fears; spiders, evil clowns etc, and yes, make sure there's plenty of freaky audio in there - and recommend the player wears headphones, then you can get some really realistic ambience going on!

PS. Sometimes gradually building sounds could be a bad thing. It might make the player aware what's about to happen. Short sharp sound shocks!
#1228
Really selfish of me, considering, but I think it could be useful for all people who use the text parser:

Could the word list be [optionally] organised into folders, in a way identical to the current sprite folders? That is, users can create their own sub folders for nouns, verbs, commands, adjectives, etc - or for whatever they want (words relating to cake!)

It would bring custom organisation to the text parser, which can quickly turn into a jumble, with verbs, nouns, and adjectives mixed in together as they are added. The way IDs work does not need to change - new words would still take the next free number. Something like this should be of lowest priority, but it would be a useful feature.
#1229
Um... don't want to be an @ss hole but shouldn't this have been done in pm?
#1230
Hi, I have two quick questions.

The player can team up with NPCs against enemies, and their ally also follows them through rooms. When a player enters a room they're given a list of other characters who are there.

This works fine, however, as the player enters a new room first, (followed by their ally) the latter's name does not show up - the function for checking the room has been called before the ally has a chance to get there. In essence, how do I make sure their ally enters the room at the exact same time as the player, or if possible, just before? Room_AfterFadeIn gives a nasty jarring effect to the game so I don't think it's a solution.

Secondly, how can I implement a simple respawning system for items and characters? Dead characters are sent to room 0 and object visiblity is simply set to false when the player picks them up. Say, 1 minute for characters (2400 loops) and 30 seconds for items (1200 loops).

Thanks,
Atelier

Edit: Thanks for the help, both questions answered.
#1231
Idea - Sinsin
Design - Kelma
Technique - SookieSock
Functionality - Kelma
#1232
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=40901.0

It's ok, everybody is affected. Request the author of the module to upload to another server.
#1233
Wut?
#1234
The plot stays the same, but yes, there's multiple ways of going about it - just depends of which method you notice first :=

Thanks for all your comments so far.
#1235
I suppose the style of the character is interesting, but you should try giving him a top - and a neck! :)
#1236
Text Quest - a text RPG!

Come and explore a land where gnomes fight faeries; where there is a city made entirely of amber; where creatures of myth still roam; and where the roads are open for you to explore. Fighter, quester, adventurer... or all and more.

Text Quest is a sprawling text RPG with hundreds of locations, making it easy, if not guaranteed, to get lost in. It uses a fusion of classic parser control, and more modern game features, such as a robust quest, combat and equipment system.

It's not just about creating the strongest fighter, or wielding the most powerful weapon, although it can be if you wish. It's about exploring a world which your imagination helps to create; interacting with the people and objects around you; learning about the rich cultures and observing the scenery change as you wander the land; and watching your character grow from your very first steps, to fighting dragons on top of mountains.

Players can also enter uniquely generated dungeons from locations across the land. These include barrows, underground lairs, and ice caves, all with their own resident monsters, and of course, treasure to loot! Quests are a mixture of problem solving, fight and fetch, or more in-depth narratives.

If you are unfamiliar to text-based games, TQ is ideal, because it offers a more graphical introduction to the genre. If you are familiar, Text Quest won't hold your hand. It is something which lets you explore and experiment at your own pace.

• Five races: human, goblin, gnome, fairy and yeti
• Design every aspect of your character
• Over 100 (and counting) weapons/armour!
• Generated dungeons (alpha)
• Fight alongside allies in battle
• Trusty mounts!
• Explore, damn it!!

Screens (outdated)

#1237
Your double post doesn't even make sense...? You've posted the exact same sentence with some extra punctuation...?
#1238
The Bear and the Beehive

In a forest of your own imagination was a bear, taking a stroll with his two closest companions: a squirrel and an owl.
After a while they stumbled upon a beehive overflowing with honey, which oozed like liquid gold over the comb. Inevitably, it was guarded by a cloud of vicious bees.
The bear gazed up at the hive and licked his lips. “I would so much like a taste of that delicious honey,” he told his friends, for bears have an almost insatiable sweet tooth.
Being good friends, both the squirrel and owl obliged, and began thinking of a plan to get the hive down. The squirrel, naturally agile of foot, was first to propose a solution.
“What we need,” he said, limbering up, “is somebody who can jump high enough to reach it.” Everybody held their breath as the squirrel prepared to jump.
WHOOSH! In a single bound, the squirrel cleared the ground and went soaring to the bough where the hive hung. His paw was a fur’s breadth away when…
“Ow, ow, OW!” cried the squirrel, and landed in a tangle on the ground. He sat up and shook himself â€" a bright red lump between his eyes. “I’ve been stung!”
“What we really need,” said the owl, naturally agile of mind, “is somebody with brains enough to reach it.”
The owl took a twig from the ground, and held it in his wing. Everybody held their breath as he steadied his aim.
WHOOSH! The stick whirled straight towards the beehive, and struck with amazing accuracy. “Timber!” they all cried, as the hive teetered and fell to the ground.
BONK! It landed right on the owl’s head. He staggered around in a daze; and by the time he’d recovered, the honey had already been snuffled up by his friend the bear.
As the sun sank below the hills, the three companions turned for home: the squirrel, wincing with his sting; the owl, nursing a nasty lump; and the bear, gorged on delicious golden honey.

Beware another’s greed.
#1239
Quote from: icey games on Mon 07/06/2010 00:15:10
I MEAN I'M ONLY 15 ALL/MOST OF US TEENS TYPE LIKE THAT.

This is untrue. I've never used it as an excuse and [seem] to get on well with people.
#1240
Rather. Don't forget to nibble the spikes off!
SMF spam blocked by CleanTalk