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Messages - Cirius

#21
Broken link there Jared.

You raise an interesting point actually. I've somewhat assumed that any joint doctor who game would inevitably be one of the new doctors, but there's absolutely no reason why that should be the case. Certainly, it might make considerably more sense to involve one of the older doctors, if only for the 'bumbling around' factor.

That, and I'm still not overly sold on Matt Smith, but let's not derail a topic down that road.

I'd thoroughly throw my hat into any joint project, I've absolutely no idea what I could do to assist, but I'm sure I can think of something.
#22
As promised, the demo for Peace And Goodwill has been resurrected here:

Peace And Goodwill

Also, assuming Duckbutcher won't object, I've also uploaded the excellent Doctor Who: Time Snare as the website seems to have disappeared into the etherwebs.

Time Snare

To expand this conversation somewhat, people always say how spectacular a doctor who adventure game would be, but the idea does raise a few important questions I'm curious as to how you'd all address.

Given that the doctor is, in his own words, a genius, it seems a little odd to have the character bumbling around a setting with little idea what's going on. There generally seems to be a sense of purpose to all his actions, whether he draws attention to them or not. How do you counter this in a gaming setting? Do you make the doctor a non-player character, and if you do that, do you not run the risk of turning off potential audiences who expect to play as the doctor?

Duckbutcher chose to make the doctor the playable character, but I can't help feel that it acted somewhat to the detriment of the companion character, who seemed to fall into the background on occasion.

On the other hand, I have discovered there is absolutely nothing more fun than writing for a doctor who villain.

Swings and roundabouts I suppose. Ho hum.
#23
And lo, as if summoned from the depths of time and space itself, Cirius appears in a puff of smoke.

Peace and Goodwill is a V. big project for me. With absolutely no experience of AGS, and very little time and energy to commit to a project, I decided to take on far more than I can ever chew. Work does continue, but at a pace reminiscent of a no-legged millipede.

In my absence, the Peace and Goodwill demo has apparently fallen off my download site. I do apologise. I'll try and put it back up in the morning.

I am planning a few far smaller doctor who games, single or few room jobs, along the mini-episode lines. Not a lot to show for it at the moment beyond a few sketches, but conveniently, I can steal a massive number of sprites and objects from Peace and Goodwill, so the difficult part is almost out the way.
#24
In the 25 years I've been alive, I don't honestly think there's been a week where I haven't heard a MJ song somewhere. No, I didn't know him personally, I never saw him in concert, and I never screamed in a queue of thousands of people for a slice of MJ pie.

Nevertheless, RIP.

Anyway, I think the guy is due an ounce of respect - he could transform for gods sake.
#25
Sorry, my bad. I got distracted half way through uploading it, and forgot to actually finish doing it. Should be fine now.
#26
Hang on...I have a nemesis...Hooray!
#27
hotlinks tends to delete files after a month or so. Demo reuploaded for your perusal.
#28
Teddy Ruxpin was indeed epic. Even after 18 years, and his speech reduced to a kind of mindless warble as he valiantly attempts to recount tales drawn from chewn cassette tapes, covered in dust after years in the attic, and only one of his eyes still mobile, I salute him.

The blame for the decline in innovative games has to be pointed purely at the publishers. They release what they know will 'sell'. The only way publishers know things will sell is by looking at previous sales figures. Innovative products have no previous titles, so no figures, so no go. Medal of Honor 74  has many years of sales figures to build on, so is guaranteed support.

The answer? We need someone to infiltrate the publishing industry and fake some sales figures. We then need to release innovative games as fake sequels, put a number on the end of them, and remind the publishers how well the originals sold.

But who could infiltrate the publishing industry? We need someone with a silver tongue, and a promising smile...We need Teddy Ruxpin.

#29
The Rumpus Room / Re: The MSPaint game
Mon 13/04/2009 10:19:23

Police Quest 1  Expansion pack: Sonny forgets his keys.

Next:  The Land Before Time XXXIII
#30
Yes, this bug has been infuriating the hell out of me, and I've no idea of the cause. Having bug tested for about a week, and found nothing, my partner was able to find it within two minutes of playing. I am however attempting to root it out.

You don't even know what Doctor Who is? I warn you, things might get a little confusing.
Skippable cutscenes should be doable, but I'm still an AGS newbie as it were, and I'm trying to get the hang of the basics before delving into anything more complicated.

Been a little sidetracked recently, as I'm working on a mod team for Armed Assault, but work does slowly continue. Refusing to tie myself down to a release date, so, it'll be done when it's done.

CM.
#31
AGS Games in Production / Re: Davy
Sun 15/03/2009 09:26:13
Is this the same Davy mentioned previously, or a new improved version? I'm guessing the latter, as it appears to have developed a new feature - 'graphics'.

Far be it from another beginner to stifle any creativity of any sort, but it might have been somewhat more practical to have held back till you have something a little more, how do we say, developed? 

I do have a slight criticism however. The name Davy smacks somewhat jarringly of modern contraction. If you're seriously aiming for a credible medieval atmosphere, David is an acceptable alternative, as are Dafid, Damien, or Dayton.

Best of luck for future developments.
#32
In hindsight, I'd have to agree with the planet being a little too Earth-like. It was meant to be a mirror of Earth, but I seem to have ended up looking a bit like Milton Keynes. I plan on tweaking the backgrounds a little to give it a little more of a twist.

And yes, I do admit, the demo is extremely limited in 'puzzles'. I never really planned on making a demo as such, and the events were supposed to flow quickly into the opening credits, more of an interactive cut-scene than any sort of challenge.

I will admit, I am struggling somewhat to think of puzzles. I think too much of the overarcing plot and storyline, and then realise that the whole game could play out as a cutscene without the player needing to touch a button. I've recently gone back to the old sierra and lucasarts collection to see how the experts did it, but I'm still learning.
#33
How odd, I checked the download links this morning with no problems. I'm assuming it was just a temporary server glitch. Give it another go, and if it's still no good, I'll have a look at finding some alternate hosting.
#34
Half finished games...good grief, let's have a look.

Right. In the Doctor Who category we have:
Dawn of the Daleks. Alas, this will never be finished, as the source material died with the hard disk.
Episode One, (almost finished, I'd put it in the 4/5ths category over 1/2 finished.)
Episode Two,
Episode Three,

Outside the Dr Who category we have:

MacGuyver-A short one room game that was supposed to take me an hour. I have yet to finish it, and I don't know why, perhaps this week.

Away Team- A 'star-trek' inspired randomly generated away mission simulator, that is proving more trouble than its worth.

Then we have a bucket load of assorted sprites and backgrounds that I am incredibly tempted to just bung together with a few backgrounds and just call it Random Quest.




#35
AGS Games in Production / Re: The Wanderer
Wed 04/03/2009 08:59:15
Oooh, I've suddenly spotted a gas-mask and firearm, I call post-apocalyptic landscape on that! Something of an instant win in my books - nothing says 'Happy Cirius' more than a charred and irradiated landscape.

Missing the scan lines though, I hope you manage to get them back in without too much interference.
#36
My god, I warrant a bookmark? Wow. Yes, I kind of figured it was down to cocaine involvement.

Kids, say no to drugs.

Work proceeds at a pace. Within the past few days I've produced the basic framework of three new backgrounds, and started work laying out the designs for episode 3. If it wasn't for my infernal addiction to Dwarf Fortress, and the somewhat unreasonable demands that my office make, insisting I actually show up for work, then I'd have been done months ago.
#37
I can't help but feel that a bump is somewhat necessary, I appear to have been buried under some interesting release information within the space of two days, but I'm curious if anyone has had the opportunity to actually have a look at the demo?
#38
MUST. EAT. THE FIRE-BUNNY.

Hmm...I have a wedding coming up...I wonder....
#39
As promised, the first post has been updated with a link to the first playable demo. It acts as an opening couple of scenes to the adventure as a whole, so don't expect too much in the way of puzzlery. You should be able to stroll your way through it in a couple of minutes.

Please PM any bugs to my AGS profile, as I tend to check that more than I do my email.

Cirius.

On a completely unrelated note, I just stumbled across Mods' avatar pic on the back of a matchbox. It took me somewhat by surprise.
#40
AGS Games in Production / Re: The Wanderer
Mon 23/02/2009 22:28:31
The Wanderer: Are We Nearly There Yet?

Forgive me, but I can't help but subtitle this game. That poor traveller looks like he's walked for miles, and keeps stopping in random places, looking around, and sighing miserably.

"Ooooh, is this it?!! Oh...no...that's not it..."

Who is this man?
Where is he going?
How does he get his scarf to billow like that constantly?

Find out in the next exciting adventure of The Wanderer!

I should write these things for a living...

As for the banding effect? My old tv did that once. You can fix it by smacking the top right hand side of your monitor. Don't thank me, I'm just glad to be of assistance.

Looks extremely interesting though, it's always nice to see projects that deviate from the tried and tested premise of ambling from A to B with a rope, a yellow key and a crowbar. I wish you the best of luck for completion.
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