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Messages - Blondbraid

#1141
Happy to be of help!
Like Danvzare, I'm also curious to see whay my art will be used for! :)
#1142
Quote from: Mandle on Wed 25/04/2018 13:22:28
Happy to see that your genre of Soviet-era adventure games is still alive and well!

Can't wait to play this one, comrade!
Why thank you so much, I'm glad to hear that! ;-D
#1143
I just sent a few sprites and stuff in a folder.
Most of the stuff are fairly generic inventory and GUI elements as well as typical stock characters,
so they're nothing I'm too attached to and don't mind people using in their games, but I'd like to get credit for my work,
especially if anyone would use any of it in a commercial game.

It's sprites for the default AGS GUI, a few medieval-looking peasants, a scholar/sorcerer and a monk, a blue bird and some inventory items for an historical/fantasy adventure.
#1144
It was a while since my last post, so here's the Commissar giving you a tour of his office:
#1145
What a fun idea, I just sent one of my many ideas for adventure games in a PM.
#1146
AGS Games in Production / Re: Strangeland
Sun 22/04/2018 18:03:33
That last screenshot truly looks creepy, most intriguing!
#1147
AGS Games in Production / Re: Feria d'Arles
Sat 21/04/2018 12:40:12
I'll admit, that last GIF made me chuckle. (laugh)
#1148
Concept: Selmiak, I like how the low camera angle instills a sense of unease
Playability: lorenzo, I can really see the player walking from door to door interacting with stuff
Artistic Execution:lorenzo, because I like the colors and linework
#1149
Now, these are just my personal reasons and may not apply to others, but the two main reasons I don't participate in MAGS as much as I'd want to are:

1. Too often the topics feel a bit too specific, and if I manage to come up with something, it usually so late into the month that there's no time left to make anything resembling a worthwhile game. More broad and general topics that can be interpreted in different ways would make it easier to come up with a fun game concept.

2. The rule about not being allowed to use pre-existing graphical assets. For me, that's probably what takes me the longest to finish when I work on a game, and reusing GUI elements and inventory sprites of generic items would save me a lot of time. It also feels pretty limiting to not be able to re-use character sprites, since I have toyed with the idea of revisiting or expanding upon characters I made for previous MAGS entries, but I just don't have the energy to redo every single sprite for a character I've already worked on, not because I have any good ideas on how to improve the sprites, but just because of a rule in a competition.

I understand the reasoning behind this rule, but I don't think it's necessary. While it could give members who already made games and sprites an advantage over those who hasn't, there's always RON assets or they can ask other members for permission to use their sprites and backgrounds. Now, while there is a possibility that some might try to make entries made entirely out of re-used assets, I still think most will only use it for the things they don't have time to draw and animate before the deadline and still try to make as much original content as possible. The alternative doesn't necessarily mean that all contestants will make good original graphics, I've seen several entries where they ended up using ugly placeholders due to time constraints.
#1150
Looks great, I like how the heroine reminds me of Lara Croft in the 90's.
#1151
Great new work, the second track is just perfect for the game project I'm working on! :)
#1152
Quote from: eri0o on Sat 14/04/2018 22:25:24
Right, playtesting is totally Spencer.:-D
That's totally me when I playtest my games, but in my defense, I don't really need to read the dialogue when I'm the one who wrote it.
With games I didn't make myself however, I usually focus most on the story if it's an adventure game.

I'd also like to add the type of player goes "Bo-ring! When can I shoot something?" if the game goes five minutes without an explosion. (roll)
#1153
Quote from: Danvzare on Fri 13/04/2018 13:19:33
Quote from: Babar on Thu 12/04/2018 17:52:33
I realise that the title of this thread means people should be careful when entering, but still, there isn't a need to make the spoilers SO obvious!
Alright, I've put my whole comment in spoiler tags. But the game is six years old. If you haven't played it yet, intend to play it, and haven't heard about that ending, then you need to stop living under a rock and learn some time management. (No offence Stupot.)

I remember having that ending spoiled by Telltale Games themselves, when they stated why they didn't include Lee in Poker Night at the Inventory 2. And that was only a year after the game was made.

Also, I read somewhere that getting spoilers, can actually make you enjoy something more. I don't know if that's true, but I've certainly never had an experienced ruined by knowing an ending. Not even the twist ending of The Strange Case of Dr Jekyll and Mr Hyde, which was spoiled for me years before I even knew it was a book. >:(
Sometimes I wonder if we are too hung up about spoilers in today's society, it certainly wasn't considered a problem a hunderd years ago, just look at this cover for Robinson Crusoe (spoilers for a 298 year old book):
Spoiler
[close]
They practically spelled out the entire story on the cover, yet it didn't stop the book from becoming a bestseller.

From my experience, stories that rely entirely on an unforeseen and surprising plot twist tend not to be very good stories, and as they say, "It's not about the destination, it's about the journey".
Truly great stories are entertaining even if you know how they will end.
#1154
I agree with Riaise and Shadow1000, while both games were good I ultimately voted for Frightfest since it had good puzzling and felt like a whole game.
Not to say Research Resident wasn't good either, I liked the visuals and characters, but it was hard to understand and it felt like there was too much missing.
I'd love to play the finished version of it though!
#1155
AGS Games in Production / Re: Tardigrades
Thu 12/04/2018 22:54:07
It's available in Swedish? Hurra! ;-D
#1156
Quote from: selmiak on Tue 10/04/2018 22:06:23
The image is only visible int he source of the post. Looking dark and blocked... nice textures :)
Thanks! But did you have trouble viewing the image?
Quote from: AnasAbdin on Wed 11/04/2018 05:35:35
"It looks like this path is blocked." - or is it? (nod)

Love the setting and textures. Wonder what's it like with audio!
Glad to hear that! It doesn't have much audio save some background music at the moment,
audio is usually one of the last things I add to an area.
#1157
I'm currently working on a rather labyrinthine section (Well, this screenshot is just a small part of it):

I drew a map to keep track of all the rooms and how they're connected, though I'm not posting it here since it'd be kind of a spoiler for that part of the game.
#1158
That army of swarming drones in the last gif looks terrifying! 8-0
#1159
AGS Games in Production / Re: Future Flashback
Tue 10/04/2018 17:58:07
Wow, the new screenshots look great!
#1160

Part of a medieval town.
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