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Messages - Babar

#3161
The Rumpus Room / Re: The MSPaint game
Sun 03/10/2004 10:26:14


Next: Darkbrush against his next victim

DANG! too late...well..next is whatever Krazy said
#3162
General Discussion / Re: How many?
Sun 03/10/2004 09:12:24
hmmm.....I would have to say a gazillion. I have been collecting games since 1990. Of course, some of them are the pirated 200+ in 1 CD collections (as well as ROMS for emulated consoles). Aside from those, and counting a whole lot of floppies that I have not tried in years (which might not work), I would say about 200
*EDIT*
If you want some of the highlights, then:
Monkey Island 2 Floppy
Monkey Island 1 CD
Loom CD
Indiana Jones and the Fate of Atlantis
The Kings Quest Collection (all from 1 to 6)
The Space Quest Collection (all from 1 to 5)
Myst 1 CD (and the hintbook, and I still never finished it)
King's Quest 7 CDÃ, 
Lucasart Archive Vol. 1 with Day of the tentacle, Indiana Jones and FoA (again), Sam 'n Max and Rebel Assault
King's Quest VIII- When I still thought there was hope for Sierra
Indiana Jones and the Infernal Machine- When I still thought there was hope for LucasArts

They are all still with their original boxes, manuals, and other "goodies" that used to come with them
I still regret not getting Grim Fandango when it was common here...
#3163
Critics' Lounge / Re: Bedroom Background
Sat 02/10/2004 18:01:42
Great edit. If the table reaches the vanishing point, I guess it is OK. From a casual look I thought it was out of perspective. Sorry  :-[ . Another thing I noticed, that I should have mentioned before, is the lampshade is not in perspective. You should be able to see a bit of the top, but the view is straight on from the side. Other than that, I can't see anything wrong with it.
#3164
Critics' Lounge / Re: Need help with logo
Sat 02/10/2004 05:44:36
hehe....I like intermalte's logo, but I don't think that is the sign for the "Play" button. The thing that bothered me about your logo was that it wan't "balanced", and pulled my attention to the right. Maybe you could try somthing like what Zooty did, but with the GAMES part on top of the PLAY button
#3165
Critics' Lounge / Re: Player Chaacter - LAPD
Sat 02/10/2004 05:37:15
Yikes Lost, that was a bit harsh. I think what he meant was that the HEAD is too fat. I mean, the guy's entire hand could fit into his mouth!
#3166
Critics' Lounge / Re: Bedroom Background
Sat 02/10/2004 05:26:03
you might want to give more depth to the bedpost. It looks a bit too flat to be supporting those balls. Also, beds generally have a lower bedpost as well, under the feet. About the light given off the lamp, generally the light directly under the lamp is very sharp, and not as "glowy" as you have made it. And the bedside table does not seem to conform to the perspective. It is wider at the top than at the bottom. However, this may be because it was placed crookedly. Perhaps you should move it closer to the bed, and up against the wall, as that seems a more common place (eg, you can reach out and turn off the lamp from bed)
#3167
Critics' Lounge / Re: Door behind the mirror.
Thu 30/09/2004 18:20:04
The eye reader is a bit low for reading eyes. The guy would have to bend pretty uncomfortably to line up with it.
#3168
The GUI's on their own are OK, but I would suggest you standardise them all. Like on the grey of the "settings" GUI, the text is black with a white glowy outline, but in the quit box, the text is white. Also, the buttons on the "settings" GUI have some sort of "extruding" (is that the word?) borders outside the buttons, that go all the way, but disappear at the top. In the quit box, the borders go all the way. Other than that, it would be nice if you changed the AGS bar a bit more, to make it look like it is part of the set of your other GUIs
#3169
I agree that Adventure games would benefit much from more realism. I like Erics's idea about a bunch of rules to follow. For example, that road block that is so obviously a puzzle, why can't we just drive through it, or get out and run through it. And that annoying NPC kid who wont give you the Egg of life until you buy him a lolipop, why can't you just knock him down and take the egg? Why must we buy everything? If I am short of money and I want to get something desperately, why can't I steal it? There were always so many situations in adventure games where there was another so much easier solution that the designer did not think of.
#3170
Lure of the Temptress was one of the early Point and click games by Revolution Software. I think you can now get it free at their website (I am not sure what the address is, you could probably get it from google). It used a rather uncommon GUI (as far as my experience with Adventure games goes). The interactions generally depended on the objects they were used on (ie. "Drink" came up for bottle and "read" for note). as redruM said, whenever you looked at an object or passed through a room, it was stored in your GUI, and you could interact with other characters and ask them to "GO to Room-X", "Get Object-Y" or "Talk with Person-Z"
#3171


Quote from: Captain Mostly on Sun 26/09/2004 23:55:49
Freedom in a game COULD be looked at as totally redundant. If it were possible for a person to do whatever they want in a game, it stops being a game because there's no goal, since if you're doing whatever you want then you're not constrained by any direction or purpose.

Not necessarily. In Morrowind (another great game with respect to the freedom it gives you), although you can completely leave off the story and follow your own path, performing small quests, guild jobs etc., the story is so subtely and vastly interconnected, that no matter what you do, you would end up following at least parts of the story.

Quote
I've yet to read or hear anyone ANYWHERE in magazines, the industry or on-line come up with a reason why giving people more freedom in a game inatly makes the game better. There are good RPG's with masses of player choice (with regards to how to solve a problem) but there are also loads of great adventure games which give the player almost none.
You do have a point there. Just because a game gives you complete freedom, does not make it GOOD. There is no point in having freedom in your game just for the sake of it. That would just make it boring. However, if the freedom thing is taken and integrated into the story to advance the gameplay, no one can complain. It would be interesting to see an adventure game that gave the player freedom to do what they wanted, mostly because it would be something unique.

Quote from: Goldmund on Sun 26/09/2004 18:37:44
That's an interesting question as well: how many RPG players actually decide to play as extremely rotten bastards?
Playing evil is fun, just for the sake of it :P. It is interesting to see how far I can get in Morrowind stealing things, killing people for their armour and gold, and then escaping
#3172

Thanks for the advice. I used it to make the newer versions of the side views,
The turned up shoe was actually the second shoe behind the first, so I tried making it more obvious. I added a slightly paunch, so as to break up the "straightness" and to balance it out (as suggested by Andail's tutorial).
Quote from: chicken on Fri 24/09/2004 16:03:00
I would also suggest slimming down the sides fo the head a little.
I did not understand quite what you meant here. Could you please explain again? Surely you are not suggesting shrinking down his impressive forehead, are you :P ? Is it actually too big?
About the lack of shading, I will add the shading when I have fixed up the clothing folds and all. As for the face being plain, do you have any suggestions? I had added a dark area under the eyes, as well as a semi-frowning expression.
I would appreciate some more C&C.
Btw, Does anyone know of some clothing-folds tutorials?
EDIT: I noticed that the side view eyebrows are not curved at the end (like the front view), so I fixed that. It seems kind of wasteful to update it all again with that one small change, so just pretend that there is an extra pixel in the new side views showing them curving
#3173

In making this slouchy, large foreheaded character, I did the front view first then the side view and back view. I am not sure if they are really matching up though. The front view shows of the big forehead, while the side view shows the slouchiness. Any advice? Anything else to C&C?
#3174
General Discussion / Re: I am dead meat
Wed 22/09/2004 11:47:11
For something to be FUN is basically depending on you. I find Physics and math to be intensely interesting due to the logic in all of it, and how it all works, but then I find Accounting and Business incredibly boring. My business and Accounting friends feel exactly the opposite.
I can understand how you feel blackman, as I missed almost a month of Physics and had to make up on my own, as my Physics teacher is utter crap. He starts spouting punjabi poetry in class and asks you about yesterdays soap operas instead of teaching. He has almost got me to hate physics. I had to go through 3 chapters on my own, and I understood how boring it can get. I have no self-control, so I get bored and distracted very easily.
EDIT: Completely off topic, but the thread title reminded me of on of docs in one of the word processors in my old school lab. All that was in it was "DEAD MEAT ARE YOU!!!!!!!!!!". I believe it is still there....ahhhh...memories...
#3175
#3176
I am thankful I have not heard of it till now. I would have gone crazy waiting. It will probably take another few years, if it is to completed at all. They don't seem to be worried about loose ends, as they are making their own loose ends to extend the story.
#3177
General Discussion / Re: Maze City
Sat 18/09/2004 12:16:57
Quote from: Demorgonâ,,¢ on Sat 18/09/2004 03:32:32
Is it true that the bodies that were found had high levels of radiation? Just wondering I think I remeber reading about this somewhere?
I have not heard anything like that, so I can't say whether it is true or not. It seems unlikely though, as where would the radiation have come from?

Quote from: bspeers100 on Sat 18/09/2004 07:10:22
Hmm, that's interesting information. Is it from a recent text? Most of what I was able to find on Moen Jo Daro in the last short while suggested it was actually fairly well organized, not mazelike, and there is no clear indication of what killed the people off, be it invasion or natural disaster (such as continual flooding).

They weren't actually from any text, it was stuff I learnt when I visited that area, and thus is probably biased. The mazelike streets are what I saw myself, but I may be wrong, as the city may have been organised when it was not in ruins, and I am easily confused. The streets were probably not actually used as a maze.
About the wipeout, it would have to be something more drastic than continual flooding, because, as I said, people were found dead while doing everyday work ie. cooking, eating, etc. and there were no damaged bodies pointing to an invasion. I guess it is not what Sylpher was asking, as there is no maze OUTSIDE the city.
#3178
General Discussion / Re: Maze City
Sat 18/09/2004 03:22:27
Moen Jo Daro: Literally, the city of the dead. It is really, really old (pre-christianity AT LEAST). It was built up of a series of interconnected alleys surrounded by large walls, to give a maze-like effect. Their other claim to fame was their incredible sewage and plumbing system. Unfortunately, some plague seems to have struck the city, leaving remains of the people to be found while they were doing their everyday work, as if the disaster caught them by surprise.
I am not sure if it is the place you had heard about. It was a city that was a throwback from the Indus civilisation, and it can still be seen in almost all its glory in the province of Sindh in Pakistan
#3179
I think the problem is that you are making a semi-realistic character directly from a  cartoony character. And anyways,
[Original Monkey Island Purist] Elaine Does not really have big eyes!

[/Original Monkey Island Purist]
#3180
Critics' Lounge / Re: Testing style
Tue 14/09/2004 11:57:18
Beautiful artwork. Definitely go the shaded character. One thing I noticed was the the hair on top of the girls head is a bit flat, like a cap. Perhaps you can "frillify" it a bit like the pig tails. Other than that, I thought that you might want to know that her belly looks alot like a skinnier Jabba the hut. It goes from very narrow to huge in a very short space.
The BG is also very beautiful. Perhaps you should go with more diverse colours, and then give it a subtle pink tinge or somehing. That would go well with the colouring of the girl as well.
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