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Messages - Babar

#761
When saved as PNGs, semi-transparent images (such as those that would come about from saving a rotated image) are automatically 32bit. You don't have to "set" them as 32bit anywhere in photoshop. in fact, best if you don't mess with any settings that change the colour depth (perhaps in Photoshop the mistake you are making is going to Image->Mode and setting it to 32bits/Channel, which you definitely should not do), just save them as pngs. When importing those images into AGS, make sure to select the option to import the alpha channel as well, and your images should be imported as they are.
#762
Completed Game Announcements / Re: Gemini Rue
Wed 18/12/2013 06:37:55
Since the bundle is technically an android bundle, yeah, they've ported it.
#763
Completed Game Announcements / Re: Gemini Rue
Tue 17/12/2013 22:32:05
I finally bought Gemini Rue, and you should too!
http://www.humblebundle.com/
#764
Judging from the site itself, you might get better results by putting in a custom palette with some carefully chosen colours- two or three shades each for the sand, flora, wood, water and sky.
#765
In urdu:

Ù…ÛÅ'Úº Ù…ÛÅ'Ù†ÚˆÚ© Ù¾Ú©Ú‘Ù†Û’ والا ہوں. Ù…ÛÅ'Úº Ù…ÛÅ'Ù†ÚˆÚ© پکڑتا ہوں.
(read from right to left)

May maindak pakarne wala hoon. May maindak pakarta hoon.

As you can see, the way urdu is structured, the sentences almost are the same ("I am the one who catches frogs. I catch frogs.")
#766
General Discussion / Re: ags website redesign
Mon 25/11/2013 20:37:56
There used to be allowance for anyone voting, but after some abuse a few years back, you have to sign into the forums to be able to vote, so I'm not sure how changing it about would be helpful.

I don't think there is that much need for a redesign (we just had one a couple years ago), but perhaps a simple, nice blue VOTE button (similar in style to the DOWNLOAD one already there) instead of the text link within the paragraph as it is now would slightly increase voting. I don't see how it would benefit voting in general all that much, but since it is so trivial a change, perhaps AGA (or someone else?) could implement it?
#767
What with 3(?) threads on this game now, perhaps it'd be less complicated if someone could merge everything into the thread created by the developer himself?
Bolt Riley - A Reggae Adventure (co designed by Quest for GLory creators) (Done! â€"Snarky)

6 hours left, and doesn't look like they're going to make it.
#768
Recruitment / Re: English Proofreaders
Sat 23/11/2013 13:18:17
I fixed up whatever spelling errors I found (aside from a few wrong but correctly spelt words, I just pasted it with a spellchecker, really), corrected some grammar and such. Some places it doesn't seem like the correct style of writing, but unfortunately I don't have the time right now to use the translate file on the game to see it in context (and then compare it with the actual book). Hopefully what I have is still helpful, though:
http://pastebin.com/424tA1bf
#769
A program called "costrip", yes.
#770
The Rumpus Room / Re: Happy Birthday Thread!
Wed 20/11/2013 10:10:33
Happy Pumaday, everyone! :D
(also happy birthday vwug)
#771
COUNTIF(firstcell:lastcell; "y")
#772
The Rumpus Room / Re: Name the Game
Thu 14/11/2013 11:06:27
I could be anal and ask you to be more exact (Protostar: War on the Frontier), but yeah, you're right, festilligamble!

It wasn't a super-amazing game or anything, but I'm surprised the resident experts didn't know about it :D. Was an okay enough first person space exploration trading/fighting (and a small bit of adventure RPG) type sim in the vein of the Star Control series.
#773
The Rumpus Room / Re: Name the Game
Wed 13/11/2013 15:18:31
Space is not part of the title. I suppose in the form of a hint, I could say that the title DOES involve a...spacey thing?
I wasn't expecting this one to be so hard.

And no. Not Purple Saturn Day (was surprised that such a game name actually existed :D)
#774
The Rumpus Room / Re: Name the Game
Wed 13/11/2013 14:50:36
None of those. But...I guess you caught on that it involved space?
#775
The Rumpus Room / Re: Name the Game
Wed 13/11/2013 12:01:06
I spent many weeks on that game. Was great fun. Castle of the Winds!
The author released the game for free later, so while it may be a bit of a problem getting it to run on modern computers, I'd still recommend you try it out:
http://lkbm.ecritters.biz/cotw/download.html

Since there's not really much probability that I'm wrong, here is my screenshot. A bit easy, but I'm in a hurry:
#776
Being an incredible cheapskate, and not having really heard of any of the above average tier, I went for the $1 stuff.
I'm also very happy that unlike most Humble Weeklies so far, this one had the option for DRM free downloads.
EDIT: Also, there usually isn't any later additions to a weekly bundle. What you get at the start is what you get.
#777
Thanks!
#778
I'm trying to remember a song I heard  ~1999-early 2000s, it featured on MTV back then for a bit, and while it wasn't a marvel of songmaking or anything, me not being able to find it is driving me crazy.
The video featured a bunch of cars racing about, skidding, drifting in some huge, empty flat area (desert? beach?), with overhead shots of the cars, intercut with close-ups of the singer (some white guy with dark hair and a closely trimmed goatee/beard thing singing?). Lyrics I remember are along the lines of "Some of the best things in life....aren't for free. Some of the best things in life....aren't for me" "Get a new life get a new life now, 'cause I'm going nowhere. Get a new life get a new life, yeah, don't know, can't see, I don't care" and so on.
#779
I mostly agree with your points, squirrel, at least as I understand them. I've often brought up my dissatisfaction with puzzles in traditional adventure games, and my desire to separate the idea of "puzzles" from the idea of "adventure games".
There will, of course, never be a perfect puzzle, and that in itself isn't anything too bad. But what with easily accessible walkthroughs, and weak-willed persons like myself, it isn't the same experience any more. For me it is less "This puzzle is brilliant!", and more like "I feel so good for finishing this game without a walkthrough!" (last one was a while back...one of the Blackwell's I think). But again, I never played adventure games for the puzzles either. For me, they were mostly an obstacle for the advancement of the story. I realise that some form of obstacle would probably be necessary to make the advancement seem meaningful and worthwhile, but I'm not so sure any more that puzzles are the way to do it.

My favourite puzzles in adventure games are the ones where a system has been clearly defined, and you have to work within it, and then occasionally creatively subvert it- like the swordfighting in The Secret of Monkey Island that culminated with fighting and beating the sword-master, or the time-travel puzzles in Day of the Tentacle, or the entire game of Loom. Those are probably the only games where I had the "That was a brilliant solution" feeling with regards to puzzles- laughing at how well some response I learned to an insult by one of the lesser pirates worked with the Sword-master, or how an inverted draft applied to a situation where you wouldn't think it would be normally applied worked so well.

If you speak out any puzzle in any of the major adventure games in a sequence, you realise how mind-blowingly absurd they usually are, even in non-comedic or more serious games, not only in the difficulty sense, but also in a narrative sense- Indiana Jones had you whip at some rodent-beast repeatedly until it went through a series of exits until it finally comes out to a point where an anaconda is sitting blocking your path, causing the anaconda to grab it and get out of your way. Or at another nearby point in the game, you had to figure out a password to get a guy to trust you, and the way to do it was to first say you didn't know the word, THEN go ask a nearby parrot, who would repeat it to you, and you'd then tell it to the guy, who would then accept it.

Someone else (I forget who), mentioned that this was just one of those quirks you had to take with adventure games- you don't complain in a stealth game about the absurdity of the villain's lair having an entire network of ventilation tunnels you can go from one end to the other end with. Or the silliness of having a health bar where you're okay even if you have 1% health left, but then you suddenly die. Or the idea of carrying several dozen guns and weapons at once, which would usually break a person's back.
I don't know, why I feel it more in adventure games. Maybe they're meant to focus more on the story, so it bothers me more.
#780
If what you say is true, that's pretty horrible. And I'd say that funding underdogs and un-names should be the major point of kickstarter (rather than the exception), so I don't really see "They don't have a finished product" as a negative. If people like the project, they'll fund it, otherwise, they won't. While many of the projects that it happens with are cool, I'm not sure I'd like to see kickstarter/indiegogo simply turn into "that thing that old famous people use to milk nostalgia money". That isn't the point.
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