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Messages - Captain Mostly

#421
should still run though! This was a problem I couldn't get around (I wanted to have the cut scene play as soon as you load the game first-time)... I'll be able to fix it in a later version...

just click to get rid of the error, it ought not to show the second time you play...
#422
This game is still a little rough round the edges (a few animations may not work, the help-tutorial is not yet present, and some balancing may need to be done) But because my computer and I are going to be seperated for a while (I know not how long) and it's pretty much playable already, the sequil to my magnum opus is here RESPLENDANT in all-new art-work for which I must thank Squinky!!!


SQUINKY DID ALL THE ART AND IT'S COOL!!!!


download it here:
www.sylpher.com/vegetablegames/VPXT2.zip
#423
ahem! Actually, even by Andail's standards RL&BAT was a totally one man project... Although the AGS readme (I have a memory of it being a whopping great text file at the time, although this might be happy nostalgia) DID provide technical assistance... Does this count as me having got help?
#424
Well I'm pretty damn glad YOU like it squinky!!! At least that means you're not trying to secretly sabotage the sequil (although I'm going to have to cheach each drawing you've sent for subliminal messages etc)   ;)

naturally, I jest.

Also:
thanks agsking! Thanks EVERYONE who's said nice things!
#425
Beginners' Technical Questions / clock speed
Thu 19/06/2003 18:52:50
will the clock speed of other peoples computers effect my game:

Here's the deal. I've got an int, and in the global script, it says to increase that int in the repeatedly execute section.

Will this occur at the same speed on everyone's computer? If not, is there a way to make sure it does?
#426
GAH! I AM FOOL!
#427
hello!

is there any way I can get characters to speak WITHOUT pausing the game at all even a little bit.

It's VERY important I find out how to do this, otherwise I'll cry (boo hoo hoo!)
#428
I think for the purposes of the excersize it's important that the sequil looks more pollished, although it's nice to know that my drawings are apreciated.


petaglair: I'm not sure over-all if you're saying you DO want to do it or not. And I'm afraid to say that this, combined with the fact hat squinky was a fan of the origional already, means that I'm going to have to turn you down at this time. Although don't be dis-heartened! I'm bound to need more help later (when squinky gets pissed off with constantly drawing vegetables all day) and I'll come crawling back to you then!!!

Squnky: You got the gig, I'm mailing you instructions!
#429
as some of you may know, I just finished Vegetable Patch Extreem Turbo (see the announcements forums slow-coaches) and now I'm working on a sequil!!!

I'm terribly excited about this, and hope you will be too (although I'll understand if you're not.)

Anyway, here's the deal, I would really like someone to re-draw all my little pictures, as they're not GREAT, and I'm sure the game would be made COOLER by someone replacing my crappy looking scribbles. I can even supply the complete set of origional drawings for you to work from if you think it'll be useful to you (although naturally there'll be pleanty of new vegetables for you to draw in the exciting sequil!!!)


Please can someone lend a hand! I can't draw for squat!!!
#430
lol! Well, I'm not VERY happy about all these constant up-dates, but I hope that when I upload the next version (in abou half an hours time) it will be the lastest one (because I intend to start work on the sewuil tomorrow, and I don't want to be constantly re-touching this one 'till everyone's happy)...

From now on, I shall only update if someone finds a bug, or if the scoring system is revealed to be hidiously off-balance, as I'm pretty satisfied that I've made the game easy enough for everyone FINALLY (sheesh!)




EDIT:

RIGHT! I've uploaded the now-far-too-easy version of the game, and am officially starting work on the sequil, so post here if you find bugs, but apart from this, the game is staying the same from now on!!!
#431
well thanks!

I've made some MORE changes (this time I've put the colour coding on the main page, and re-weighted the scores, so that it's more worth-while getting the better vegetables)

Your high scores will average higher now, but I want you to let me know if it's now TOO weighted towards getting that lumptato...

thanks!!!

EDIT:
FOR FUCKS SAKE!!!
What is with that fucking GUI?!?!?!
Sorry about this folks. There's nothing I can do about it this evening...
I'll keep you posted, and fix it as soon as I can
#432
I know las! I was messin'!

;)


soz






As for female characters, I'm pretty sure they're still a minority (although a minority that's steadily filling out with identicle clone-people). But more importantly, there's SO MUCH space for expantion with the ladies-roles that people will surly end up creating fresh character almost by accident. I mean, it could be any group of people. In fact, it's not so much that I want to see minority lead-characters, rather that if people initially say: I'm gonna' make a game with a black-guy as the lead, they're then going to be thinking about how the characters blackness would effect the way he acts, or interacts, or is interacted with. And if people start thinking this, then they're ACTUALLY thinking about their character, rather than saying: "Hey! I'll put a crazy white trash type guy in a mad-cap situation!!!" then churning out yet-another two dimentional (in so many ways) mouth-piece for all their "wize cracks".

I don't know if I'm putting accross my point clearly. I don't want to offend people (because there's enough facets to making games that poor or even non-existant characterisation doesn't mean it'll be a rubbish game over-all) but if people are so intent on setting themselves challanges (like "I'm gonn'a make a game in ONE HOUR!!!" etc) why does no one set themself, or set other people, the challange of "I'm gonna make a game, WHERE I'VE REALLY THOUGHT ABOUT MY LEAD CHARACTER!!!" ?

All these sprite jams, and idea pooling, but I NEVER see anyone setting out to really think about how a character might react in verious situations. And isn't it almost always how the character would react that ought to steer the story? We are following that character aren't we?

I liked alien rape escape at first, becuase I thought "Hey! I've never plays a game about a bimbo porn-star before!"  and I expected the fact that you were a bimbo porn-star to have a tageble impact on how the game plays. I was a little dissapointed that imediatly she starts to act like every other game character ever (in that she climbs out of windows, crawls through air-vents, combines improbable object blah blah blah) without ever even mentioning how this is un-usual behavior for her!!

Why aren't we ever asked to think like a porn star instead of think like an adventure gamer?
#433
Hmmm... I'm not sure if that IS cheating... I guess It'll need looking into before I ruin that... I should switch the plums with the fixits so it's harder to get the ones that last...


any thoughts?


EDIT:
Having just had a go at the plums-and-peas tactic, I've decided that tomorrow I will swap the fixit's with the plums, as it IS much too easy... I apologise for the constant up-dates, but this is the price you have to pay for balanced game-play...


EDIT EDIT:
I've updated the cros-polinations. Now I've swapped round when you get plums and fixit's (this actually makes more sence, as fixits are only really tactically interesting if they're easy to get...)

I'd like to ask everyone to play the new version, and tell me if there are any new bugs, or if it's still pretty simple to scam it out of millions and millions of points...
#434
in case no one's spotted this, Naranjas (much as I respect him) wasn't exactly the first to say:

"There's nothing new under the sun!"

Indeed, it was a Biblical quote (I THINK old testament, but I may be wrong).

Anyway, in an interesting addition to this thread, Jesus once said
"And lo, adventure games will suffer from a steadily decreasing pool of ideas as the designers start thinking of plots exclusivly in terms of the situations, and not-at-all in terms of the characters within those situations. Thus, when all player characters can be divided into three groups: Larry clones, Guybrush clones and Simon the sorccerer clones. THEN the adventure game will be dead. LONG LIVE FEMALE ADVENTURE GAME LOAD CHARACTERS!!!"
at which point he drove the childs pedal-car into the side of the tample and I woke up...
#435
come on fuzzpliz. You gotta tell me how you un-balanced it so I can spoil your fun...
#436
Now you see, I think this is another area where we're going wrong!

gameplay ALWAYS comes first, you can't help it!

The only reason it might feel like we think about the graphics and plot before gameplay is because gameplay is pretty much handed to us on a plate. AGS is an adventure game maker, with standard interfaces, which is why it's so good when you start to make games!

Perhaps this is why there's so little innovation... Because people don't think of game-play as the fundamental underpinning factor in adventure games. It's ALL about the game-play. I can't HELP being about the game play. Sure, in an adventure game, the line between gameplay and plot is somewhat blurry, but that doesn't mean that the way an adventure game plays doesn't make most immediate impact of the game, second only to the graphics.

Also, it seems stupid that in a community that (quite justifiably) considers pleughburg one of it's crowning glories, can graphics REALLY be that important to a game? I don't want to slag P:DA off, but it didn't exactly have sophisticated visuals.  

So how come graphics come before game-play?


anyway, this thead is looking dangerously like me ranting AT people about how origionality is a good thing, when clearly none of you think so (certainly not to the extent where you would agree that promoting it is worth while) so I'm going to try and stop posting here, before anyone interprets something I've said as "offencive" again.

if the output of AGS is gonna' stay the way it is forever, it's no catastrohpy. People will still be making good games with it. I just thought it'd be nice to encourage a little bit of origionality. (for which, incidently, I don't think it's neccessary to have "mastered" regular game development because, in the words of  Shunryu Suzuki: "In the begginer's mind there are many possibilities. In the expert's mind there are few")
#437
I'm sorry DG. I didn't mean to suggest that YOU ought to be leaping ahead of us! I naturally want everyone to go at their own pace!

It's just kind'a bizzar that after however many years this's been going, there's still not been any considered effort to move the adventure game on a little bit, by ANYONE...
#439
General Discussion / Re:Zombies!!!
Wed 11/06/2003 21:40:59
this game sounds fun, but I'm concerned that it might be complicated. I could cope with role playing style board games up to "Hero Quest" but then it was too much work and not enough reqward (for my liking).

So, what I'm trying to say is: If this game is as easy to understnad for my simple face as Hero Quest, I'm in tiger!
#440
Discussing ideas is all well and good, but we never SEE any of these high ideas realised.

Also, is there really no one here who's learned the rules to adventure games yet? Is there no one who'se got to grips with doing basic games well enough that they can start playing with the formula? For such a well established community, this is astonishing!
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