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Messages - Captain Mostly

#81
General Discussion / Fuck! John Peel is dead!
Tue 26/10/2004 14:59:24
Oh my god!
John Peel is dead!
I am absolutly speechless!
#82
I just heard this ON tom's phone, and it is THE coolest ring tone in the universe!! I've NEVER been so impressed by a ring tone in my LIFE.

Thomas is equally impressed and was pretty much agog at how cool it is!

He now tell me he will probably keep his horrid new phone instead of going back to his nice "Nokia 8310" SIMPLY because of the RL&BAT theme tune's presence. He will keep his nasty phone JUST for this amazingly cool ring tone midi!

I will also be doing my best to find other members of the polyphonic community and getting them to have this as their ring tone as well...

Could this be the OFFICIAL AGS polyphonic ringtone? Wouldn't that be SO COOL?!?!?!
#83
I never posted to update that I'd uploaded the final (bug free) version of VEGETABLE PATCH EXTREEM TURBO 2, so I'm using this as an excuse to start a new topic about it, and attempt to drum up some more interest!

If you weren't playing it because the last thread about it made out like it wasn't finished, then play it now! The graphics are AWSOME!!:

http://www.sylpher.com/vegetablegames
#84
The phone is a "T610" aparently. I've asked about MP3 or WAV format sound for it, but Tom said he really wants a MIDI! I don't know if this is just a WANT or a need, but I guess he knows his phone!

I'm sorry to hear about the complicated MOD stuff! I didn't make it you see, so I didn't realise it was going to be such a bitch to fiddle!

If you like, I could reward you by posting you a copy of my un-released (because it was quite big) Adventure Game when you've done! You'd have to trust me with an address though, so it's up to you. Maybe you'd be just happy with my thanks as reward enough?
#85
Am e-mailing you the file! Thankyou!!!!
#86
I need help converting my RL&BAT theme tune from .MOD to .MIDI so my housemate can have it as his polyphonic ring tone... PLEASE can anyone help!

I have the .MOD file and will send it to anyone who knows how to do this!!!

:= :=
#87
Who will?Ã,  ???

Also Oranges, I put a whole innovative story element into VPET2 specifically because you'd brought my attention to the fact that you don't like games without a story... I don't think I ever asked what you thought to that in the end...

To be fair, I don't think ANYONE has ever told me they got past chapter 1, but there IS story progression... It's not story LEAD, but it PROGRESSES in a way that was (as far as I know) pretty unique!
#88
VPET is yet to get 300 downloads EVER! I think that maybe my web site www.sylpher.com/vegetablegames is either bad, or under-exposed... I think it's under-exposed... I've no idea what to do to get people playing it. I guess making a flash version of VPET is a good idea, but I would rather people played what's already there, as a flash version of VPET2 would have to be pretty seriously dummed down...
#89
In my world, "girls" and "perfectionists" are almost always one and the same.  ;)

Also, I'm not sure that there was enough evidence to suggest the warts were a metaphore.
#90
Not long ago, Andail popped the RON games on as the pick of the month, giving special mention to my game, the petulantly titled "Nihilism"

This was enormously flattering.

Then I looked at the RON site and ordered games by their ratings... Nihilism came last!

THIS made me to giggle!

Also, the disparity of opinion in the two on-line reviews of RL&BAT made me giggle a little (although I think AGA was a little snooty about it. Lighten up!)

I was once told as a child that if you can make something that people like or hate, then you've successfully made something interesting (and thus, in my measurement, good) and you've only failed to do anything worth while if people are un-moved.

As such, I feel a little bit proud to have opinion divided over my games...

I just wish people would divide their opinions over VPET, since I at least made a web-site for it! Sheesh!

Does anyone else ever read their own reviews? Does anyone else find they get bad reviews (or are people always too polite?)
#91
General Discussion / Re: About hair
Sun 17/10/2004 19:51:11
Cut your hair. Long hair is rubbish and a hassle. (That's an opinion by the way, not JUST a scientifically proven fact...)

:= Ã,  Ã, <-- Why not get a 'do like this man?
#92
Pfft. That'll NEVER work!

;)
#93
General Discussion / Re: I'm back!
Mon 04/10/2004 22:54:40
welcome back, whoever you are!
#94
General Discussion / Re: London...
Sat 02/10/2004 17:30:58
you just had to bring FOOTBALL into it didn't you.

stupid football teams.
#95
General Discussion / Re: London...
Fri 01/10/2004 11:37:21
While you're here, make sure you spend some time in Manchester.

Manchester is what London OUGHT to have been like.

Mind you, I think London's vile, so perhaps I'm biased towards Manchester.

Manchester.
Manchester.
Manchester.
Manchester.

Is great.
#96
I think that doing a fully freedom game would be tortuours in AGS, not least because it's not Object Oriented.

That said, if you could set up a world of object-like structures (e.g. things called "containers" that had a capacity of objects you could put in them and a name and a standard GUI for putting things in them and taking them out again) you could build puzzles that don't neccessarily have a specific "solution"...

Similar to the way things like Tetris works, you'd have objects with specific atributes that you have to make the most of, and if you can't, then you fail.

A medium length adventure game which gives you a random seriese of objects that are of different sizes and weights, then presents you with piles of boxes, each subject to rules like "if you're very full, and the box supporting your right hand side is empty, collaps that box and fall to the right" which you may or may not be able to negotiate with your resourses would be fun. The trick would be to make the most of what resources you had, and get as far as you can. Rather like the puzzels are a sort of sub-game that is, from the perspective of the GUI, totally indistinct from the dialogue and character interation elements of the game.

Perhaps if it was always possible to get another resourse to help you get a little further (at a serious penalty), it would prevent having to re-start the game each time you screw up, thus making it more interesting to progress.

The idea of boxes with rules, and resources with statistics could be taken a step further by applying the principal to higher level game elements. It'd be a nightmare to work out in your head, but when the player came to the game they'd just see systems that work with a reasonable level of realism, and situations that can be solved in a way that is simply a logical thinking through of what statistics put through what rule systems will get the results they want.

I'm working towards something (based on this principal) which in a way should be bringing my VPET work together with my RL&BAT work.. Although I think I've explained my ideas very baddly here...

It would benefit adventure games though... If you applied freedom to how you solve individual puzzels, it'd mean you could keep the story, but cut out the risk of illogical leaps of faith ("Using the arm with the glue for no reason? But WHY does it work that way?!?!")
#97
Morrowind's an interesting one. There is a lot of freedom, and there's so much you can do if you put your mind to it! I ended up with some sort of crazy fort being built for me by pointy ear'd things that were basically elves but not called elves.

The only real critisism I could make of Morrowind is that because of all the freedom, the way the story is told suffers.

Since you can go where you like, and spend as long doing what you like as you like, the plot development ALWAYS takes place in the form of "get me this from here" or "go here and kill this". This gets dull after a while.

They managed to keep my interest for AGES just wandering around and feeling rewarded for all the interesting places I un-covered. It was a shame that by the time I decided to go back and do the main plot, I just walked through it because my character had become so un-feasably rock-hard. Plus, I quickly ended up with more money than there were things to spend it on...

BUT: Morrowind was a really REALLY good RPG.

Why should adventure games try to be RPG's though? The genre didn't become great by offering freedom to players.  I'm not saying we should just leave the genre the way it is, but people don't play adventure games for the freedom. Why not think about what people DO like about adventure games, and look at developing that further instead, with some origional thought.

I'm just playing devil's advocate though. It's kind of easy to see all the games these days shoving freedom down our necks, telling us that without it we may as well be reading a book, so I just wanted to sort of argue against it, simply because there's no point building a game around a feature, just because it SOUNDS good.

Freedom COULD work in an adventure game, but it would have to be REALLY carefully thought through, and if people didn't think about exactly WHY they were giving the player freedom, and what it's ACTUALLY adding to the game, balanced against what it's ACTUALLY taking away from it, then I feel they'd be SERIOUSLY diminishing their chances of making a good game.

It is NOT the case that a good game with a lot of freedom in it is better than a good game with next to none in it.
#98
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.

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.

It's would be very easy to be tempted to take the adventure game into a branching-story-line, player-choice-lead experience, but I would really ask what the motivation for doing it would be. Great adventure games present a specific story, and giving players the satisfaction of sloving a dastardly-but-ultimatly-"all-so-clear-now" puzzles. The rewards in a good adventure game come from spotting what you're meant to be doing, and feeling clever when you've done it. If you present the player with the option to do things their own way you cut out a major part of what makes it and adventure game.

I'm not saying that RPG's that let you act how you want to act aren't great (Planescape was mind-bogglingly good) but taking the adventure game genre forward by emulating aspects of another kind of game seems lazy when, with a little origional thought, there could be millions of ways you can jiggle the formula to leave a recognisably "adventure" game that feels fresh and gets attention for it...

That's what I'm trying to do at the mo' anyway... Maybe I should get off my hight horse.
#99
General Discussion / Re: Shaun of the Dead
Sun 26/09/2004 11:09:07
I thought it was quite a tickling joke that they should have a happy ending, seeing as how no other zombie film EVER has a happy ending (except the naff one tacked on to the end of Day of the Dead...)
#100
General Discussion / Re: Shaun of the Dead
Fri 24/09/2004 12:26:32
I thought that it managed to be just as scary as any other zombie film, and while there WERE elements of cheesy rom-com in there, it wasn't bogged down by them.

I confess I was expecting this film to be utter shit, even though I LOVED "spaced". I just expected Simon Pegg to be being irritating without Jessica to counter him. Thank god I was proved wrong! this is a BRILLIANT film because it's GENUINLY funny, especially for those of us who are, like me, Spaced fanboys (who will get the benefit of un-ending in-jokes... "Fried Gold")

Spot On.
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