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Messages - CaptainD

#4661
The Rumpus Room / Re: Reon Comics!
Wed 27/02/2013 08:38:26
Quote from: Jaffles on Wed 27/02/2013 01:56:04
Well in the nitty gritty, we each own the rights characters that we created, but if one of us were to quit and take our characters with them, the series would be pretty much fractured/ruined. Just curious, why do you ask?

Because (if I remember rightly) Sam & Max was something that Steve Purcell and his brother drew, and one day for some reason his brother got fed up with it and gave all rights to Steve.  (I think they were still kids at the time.)  He kept going with it and, well, now the Freelance Police are legendary!
#4662
The Rumpus Room / Re: Reon Comics!
Tue 26/02/2013 22:55:23
Reon Quest... the next Sam & Max?  Has one of you given / sold eternal rights of it to the other?!
#4663
Quote from: Baron on Tue 26/02/2013 02:18:24
I liked how Dave pointed out in his talk how profitability and graphical quality were somewhat inversely related.  Really kinda makes you think....

There's hope for me yet then!  ;-D
#4664
AGS Games in Production / Re: Troll Song
Tue 26/02/2013 20:46:08
A nice review of the Troll Song Demo has appeared on AdventureGamers.com.

(At the bottom of the first page of the freeware round-up - http://www.adventuregamers.com/articles/view/24053)
#4665
Completed Game Announcements / Re: Static
Tue 26/02/2013 19:08:16
A game set inside a TV?  Great concept!
#4666
Love that background Snarky, it's got a real feeling of depth to it.  Sort of reminds me of a similar backgrounds in Torin's Passage in terms of style.
Selmiak - brilliant colour palette in yours!
Creamy - real atmosphere in your pic.
Sane Co. - obviously a very different style to the rest, but nicely done.  Is there something in front of the sun?  I've tried scanning pencil sketches in before and to be honest they've never looked much like the original whatever I tried to do!
#4667
Played it last night - sweet game and cool aesthetics!
#4668
Cool theme... will see if I can cobble something together.  I'm thinking that the moon disappearing would lead to a severe shortage of cheese...
#4669
WHAM bang thank you Ponch!

Tomi takes the cheese.  8-)
#4670
The Rumpus Room / Re: Number crunchers
Mon 25/02/2013 11:34:19
Do we know how big the room is, what else is in it, what the door's made of, what type of firearm we're using?  All those would come into it but even without knowing them those things it would seem an infinitesimal chance.  How do we even know there's someone on the other side?  If you can hear them, how good your locational hearing is would come into it!  (If it was me... mine's rubbish, so it would be of not help.)

(roll)
#4671
AGS Games in Production / Re: A Golden Wake
Mon 25/02/2013 10:49:46
Looks fascinating - and the graphical style just seems to suit the era down to the ground!

Look forward to seeing how this one turns out.

Don't worry about it being too "niche", I think it will actually benefit from that.  (If it doesn't... well, you can blame me!!)
#4672
Looks really good.  Your space station reminds me a little of an aircraft carrier design - but in space... was that intentional?
#4673
Completed Game Announcements / Re: Perelman
Sat 23/02/2013 22:32:58
Okay, that was weird!!

Interesting game - the puzzles weren't as difficult as they first appeared to be.  Nice use of the text input interface, it always induces a cretinous urge to try saying really stupid things just to see if I get a response though! 
Spoiler
Kudos for making the girl in the chat say you have good taste when you tell her you like Discworld!  :-D
[close]

BTW when I completed the game and tried to quit, my mouse cursor vanished (though I could exit by pressing return).
#4675
Although to be fair mark, the vast majority of those platforms are not commercially viable options these days.  (Although there are actually people who still develop and release new titles for the C64, which constantly amazes me!)

But yeah, tapping the iOS and Android markets in particular is going to be hugely important going forwards.  Not so sure about quite how important the Linux port is going to be (not that it shouldn't be done or isn't a worthwhile project), as from what I've heard most AGS games seem to work fine under WINE.
#4676
Quote from: Renodox on Fri 22/02/2013 19:39:55
You got the first two right but not the third.   This answer to this one does make more sense.

Spoiler
A candle?
[close]
#4677
Quote from: Anian on Fri 22/02/2013 12:59:49
Quote from: CaptainD on Fri 22/02/2013 12:05:35
I don't suppose you could give a time index to look at?  I don't really have time to listen to the whole thing right now!
Sorry to say, but it's mentioned a few times during the talk, basically after each game is mentioned, so no specific part.

Ah okay, I guess I'll have to find an hour somewhere to listen to it then - thanks for letting me know.
#4678
Quote from: Snarky on Thu 21/02/2013 12:07:58
Dave does reveal some numbers in his AdventureX talk:

I don't suppose you could give a time index to look at?  I don't really have time to listen to the whole thing right now!

#4679
The mouse-controlled system used in the old 16-bit game Pirates! could possibly work too - use LMB to attack, RMB, mouse cursor position determines going forward, back, height of attack / block (from 3 presets).  Seems like that might not be a bad methodology for touchscreen either?
#4680
Recruitment / Re: Voice Actress
Thu 21/02/2013 13:16:58
Position now filled.

(However if you're interesting in voicing a character in Captain Disaster or any of my other games, feel free to PM me with a link to your demo reel.)
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