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Messages - CaptainD

#5361
Hey Les - you weren't inspired to make this game after watching The Furfangs by any chance?  (I know, it's a pretty slim chance as it's a little-known indie short... but still!  ;D)

http://moviereviewsbycaptaind.blogspot.com/2010/07/all-beware-furfangs-are-here.html
#5362
Woo-hoo!  ;D
#5363
Looking good so far!  :D
#5364
Game crashed when I crawled into the maintenance shaft.  (Will check the error code when I'm back to my own computer.)  :'(

Quote from: Wolfmage on Mon 29/11/2010 15:57:51
And its up!

http://www.wolfmage.com/project1.php

Unless anyone finds any major problems I'll be calling it done and moving it to release this week.
#5365
I know this isn't exactly a new thought, but... those portraits... wow.
#5366
I like both the plot and your graphical style, so definitely looking forward to it.  ;D
#5367
Looks really impressive.  When I have a bit more time, I'll definitely have a look at this one.
#5368
Nice game.  I liked the use of the virtual world so that even in a one-room game, it felt like there was quite a lot of scope to try different things.

Looking forward to episode 2...
#5369
Looks cool, I'll hopefully have time to play it soon.  Putting down a new floor at the moment... a real pain!  ;D :o
#5371
If anyone's interested, I reviewed Quantumnauts:

http://captaind-pc-gaming.blogspot.com/2010/10/indie-adventure-game-review.html

It's got good points and bad points, but if you like sci-fi themed adventure games I think you'll enjoy it.

#5372
Impressive game.  Considering the amount of walking around you have to do, being able to set the walk speed is definitely a good option!  ;D

We all the locations low-res photos?  The graphical style reminded me of DuzzQuest, but not all of them looked like digitised photos.
#5373
Finally got round to playing this.

Very nicely done - not many hotspots per location, but with so many locations that doesn't really matter!!  ;D
#5374
Quote from: CaptainD on Tue 12/10/2010 20:13:33
Okay inside Deux, used the equations to make a new one, no hotspots apart from exits, door and (in sporadic places) wall.  Only have MePod and watch otherwise.

Any clues?

Gah, once again ignore me...  ::)
#5375
Okay inside Deux, used the equations to make a new one, no hotspots apart from exits, door and (in sporadic places) wall.  Only have MePod and watch otherwise.

Any clues?
#5376
Quote from: CaptainD on Mon 11/10/2010 19:51:17
Can anyone tell me how to get the sewer cover open?  ???

Ignore me I worked it out (eventually...) ;D
#5377
Can anyone tell me how to get the sewer cover open?  ???
#5378
Glad to hear that this project is still going!  ;D

Better programmers than I (which means just about anyone...) will be able to help you with your coding problem, no doubt.
#5379
In terms of the gameplay I wouldn't rate it more than average to be honest (not that it's bad), but the depth of the characters and backstory is really impressive.  I'm one of those who found the narrator really grating on my nerves, so the option to turn off the voice was helpful.  Graphics I found rather variable, but definitely impressive in places.
#5380
Quote from: Ascovel on Wed 22/09/2010 16:29:12
With the games visual style I'd expect the number and style of hotspots to be modeled on Curse of Monkey Island.

In general a large number of hotspots is cool, give really short and snappy responses from the main character them rather than neverending conversations in the vein of A Vampyre Story.

Yeah - I'm thinking the extra hostpots that aren't part of the plot, unless they can have really funny descriptions attached, should be short and pithy.

I guess I'm just going to have to play CoMI again to remind myself... darn.  ;D
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