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Messages - Danvzare

#541
The Rumpus Room / Re: What grinds my gears!
Thu 10/06/2021 16:11:56
Quote from: Blondbraid on Wed 09/06/2021 21:52:23
Well, at least elves also got to be associated with beautiful yet badass Tolkien/DnD style characters. Legolas, anyone?  ;)

It seems that with most folklore creatures, like dragons, trolls, vampires, and ghosts, you have bowdlerized defanged kiddie versions,
but you also still have serious high fantasy depictions of them in lots of media, whereas with unicorns, it's like someone in the
the late 80s saw the legends saying that they could only be bested and tamed by maidens and decided "EeeeEwww Cooties!" and that
unicorns should be exclusively relegated to baby girl stuff ever since.
There are still plenty of depictions of proper majestic unicorns. Googling "Unicorn Statue" gives me nothing but results for the majestic kind. And this is from someone whose search history should give him Twilight Sparkle.  (laugh)
Take a look for yourself if you don't believe me. I don't get a cutesy unicorn until the 49th image. (Yes, I counted.)

The problem isn't that cutesy unicorns have completely replaced majestic unicorns, but that they're way more popular. If you say "unicorn" people are going to think of the cutesy one first.
And I completely understand why that grinds your gears. I remember when fast zombies had practically replaced slow zombies in the same way. But thankfully the success of The Walking Dead managed to revert that.



Also CW is right about how it's a global trend that spreads everywhere. For example, just look at Kobold... then look up Cutebold. The latter is a fan-depiction based on Dwarf Fortress. A game with terrifying unicorns by the way. Even in an environment like that, people can't help but make things look cute!
#542
Quote from: Cassiebsg on Sun 06/06/2021 12:22:24
Is there anyway, that we can keep a "preferred theme" for registered users? So we can choose the old layout or the new? (Just on the games pages, I really like how compact and all the info was right there, even though it could benefit visually with some alignment on the sections.
I still prefer the previous layout. The one before this current one that we've had for years.  (laugh)
That being said, there's probably no need to worry about the layout changing for the worse. We aren't talking about the people who work at deviantArt here (first they changed to a terrible logo, then they changed to a terrible and broken website). Chances are the new AGS website will be just as good if not slightly better.
#543
I find that it wasn't just the artstyle that gave Clocktower a great style, but also the sound design. The silence that was only broken by your own footsteps, until the scissors guy pops up out of nowhere, really added a lot to the game.
The artstyle, while brilliant, is in my opinion more reminiscent of Japanese SNES games in general, rather than just 90s survival horror (for example, Shodai Nekketsu Kouha Kunio-kun). But that sound design! That's where the real style in Clocktower was.

I don't remember the name, but I remember playing a Japanese-only SNES horror game, which was a first-person adventure game. It was more of a choose-your-own adventure than an adventure game. Your car had crashed and you wander into an old house, and then slowly uncover things there until the place suddenly burns down and you have to escape. Despite not being able to read a word, it was a very atmospheric game and probably the best version of that type story I've heard. Too bad I can't remember what it was called.
#544
Quote from: bx83 on Mon 24/05/2021 15:28:20
I don't know why anyone would need more than.... 1 save game (for an adventure game)... but each to his own.
Reviewers.
Also they're needed for games which make copious use of dead-ends to get yourself out of a "dead man walking" state. I'm looking at you Sierra.  >:(

Multiple saves are also useful for testing purposes.
#545
The longer I look at that picture, the more disturbing it gets.  :-X
#546
"It's alive! It's alive! It's... gone."
#547
I'm paranoid. So personally if I was you, I'd wait until next year before going abroad.
But take that with a pinch of salt, since I've never actually been abroad.
#548
The Rumpus Room / Re: The pattern game
Tue 18/05/2021 14:48:58
Oh that's easy. The pictures on the left are different from the pictures on the right, because they're not the same pictures.  :-D
The pattern is that they all use simple shapes.
Now give me a hard one!  :-D

(Is it the answer you're looking for? Of course not. Is it a correct answer? Most definitely.  (laugh))
#549
It might not be exactly what you're looking for, but I've heard good things about "Dreams" for the ps4.
#550
The Rumpus Room / Re: What grinds my gears!
Sun 16/05/2021 17:09:39
There's a few sayings that spring to mind "A fair day's wage, for a fair day's work.", "You don't get ought for nought." and the most popular one "Nothing's free."

The reason why some people aren't polite and don't simply say "I don't work for free." is because of the amount of harassment they've gotten from people who want stuff for free, not to mention the amount of people who want things done for dirt cheap. Anyone who provides any kind of service has had to deal with this. My father has a gardening side-business, and he complains non-stop about people wanting their gardens done for practically nothing. And the thing is, he is cheap! (Personally I think he should raise his prices, he's way too cheap.)

That all being said, you've got to be polite to your customers, no matter how annoyed you may get. That's one of the first rules for any business. So while I agree with you about them needing to be polite, I also agree with Blondbraid about them having every right to not be polite.
#551
Quote from: Crimson Wizard on Sat 15/05/2021 22:12:04
I don't know if it's possible to upgrade a project that old, perhaps it may worth trying to do continious upgrade, version by version.
Most modern version of AGS can definitely load 2.72 projects, and someone reported upgrading from 2.6 too.
At the very least you can just export all of the assets, then reimport them all into the newest version, then copy and paste all of the code, fixing any errors that come up.
I did it with the old RON template, because it didn't work for some reason (and I didn't want to use the newest RON template). It's time consuming, but it's always an option.
#552
The only games that come to mind is the old Lucasfilm game "Habitat", and of course the Myst sequel "Uru". But those obviously aren't what you're looking for (especially since they both have graphics, and MUDs don't).
I know it's not multiplayer, but The Hobbit (the old text adventure game originally released on the ZX Spectrum) was very open ended. It puts modern games like Skyrim to shame with the emergent gameplay it has. It's about the closest you're going to get to a singleplayer adventure game MUD experience in my opinion.
But a true MUD adventure game... sorry, I can't think of any.
#553
Quote from: markcopperman78 on Mon 10/05/2021 08:58:05
Hello, where is a game wngine can be used without any programming skill and without learning nothing to express logics fastly? 33D
RPG Maker is really simple and easy to use. I'm fairly sure you could easily make an entire RPG with it, with absolutely no programming skill whatsoever.
#554
Must... not... go... on... rant... about... the... difference... between... roguelike... and... roguelite... ARGH! I can't take it anymore!

A roguelike is a game that's "like" Rogue, which is a top-down grid-based turn-based RPG, where you must descend randomly generated floors. Pokemon Mystery Dungeon, Dungeons of Dredmor, and Dungeon Hack all qualify as roguelikes, while Rogue Legacy and FTL Faster Than Light, don't.
A roguelite is game which shares one or more elements that have been made popular by roguelikes, most notably perma-death and randomly generated levels, although they usually also involve death being a part of the gameplay loop for some reason (I'm not sure why, since that was never an element in roguelikes).

Ah, that feels so much better.
As to answer your question. Nothing particularly comes to mind. I did make a kind of adventure game which has randomly generated levels, but there's no perma-death and death isn't a part of the gameplay loop either. So it doesn't qualify as a roguelite in the slightest way. I've always wanted to play an adventure game with roguelike elements though.
#555
Different people tend to have different processes for planning an adventure game. Even professional companies do it differently.
But to generalize it though:

  • First you need to explore ideas,
  • then you need to choose an idea and expand on it,
  • then you need to work out a story,
  • then divide that story into a series of events,
  • then divide those events into goals,
  • then figure out what needs to be achieved in order to fulfill those goals,
  • then continue to subdivide these goals until you have an appropriate level of complexity,
  • then finally start making the artwork and implementing it all, making adjustments to the plan as you go along.

As an example, let's say I want to make an adventure game.
I might have a few ideas, a sci-fi story, a high fantasy story, and a horror movie story.
I choose the sci-fi story, and decide that it's going to be about a guy trying to get drunk.
I then come up with a premise, it's about a guy named Bobby Bloke, who visits a space bar in order to get a beer, but he can't because he's underage in that part of the galaxy, despite being 46 in human years.
The events are: visit space bar and try to order beer, and go on adventure which results in getting beer.
The goals are therefore to: find a bar, prove you're not underage, and finally get a beer.
To find a bar, you would need a map. To prove you're not underage, you'd need a fake id. To get the beer, you'd need money.
To get the map, you need to steal one. To get a fake id, you need to apply for one. To get the money, you need to get a job.
This continues until you have a full puzzle dependency chart, and then you just need to write down a layout of the rooms, how they interconnect, what needs to be in them, and of course start drawing them.
Lastly, you don't want to stick too rigidly to the plan. It should always be evolving. Also, you don't want to spend too much time planning. A bit of planning can go a long way, but there is a point where you start to hit diminishing returns.
#556
The Rumpus Room / Re: What grinds my gears!
Thu 06/05/2021 17:14:09
Quote from: heltenjon on Tue 04/05/2021 00:53:01
Local worry: In schools during the Covid-19 pandemic - keep a meter or two of distance. On school buses - sit right next to each other.
As we all know, you can't get infected when you're sitting down.  (laugh)
#557
The Rumpus Room / Re: What grinds my gears!
Thu 29/04/2021 16:42:21
Here's something that's been grinding my gears recently.
Shops: "We want you to social distance and keep 2m apart. We've all got to do our part."
Also shops: "We've reorganized all of the shelves so the only way out is either to walk against traffic in a long winded zig-zag pattern, or squeeze past everyone waiting in the queue. This is what you get for not buying anything!"
#558
General Discussion / Re: Help identify a midi
Tue 27/04/2021 16:22:14
Quote from: Babar on Tue 27/04/2021 13:58:09
Quote from: Danvzare on Mon 26/04/2021 16:45:51
Hmm, it sounds vaguely familiar to me. Like something from a Mega Drive game I played once.  :-\

The first games that come to mind are: North and South, Cannon Fodder, Rampart, and Risk. But I can't verify that it belongs to any of those. The starting drum part is very similar to Rampart, and listening to the music on the DOS version, there is definitely a similarity. Maybe the music for the DOS version of Rampart was done by the same people as this song? (That's Bitmasters by the way.)
Whatever the case, if I have heard this song before, I definitely haven't heard it in its midi form.
Considering it is recorded from an AGS .vox file, that doesn't seem likely
I agree. I was just trying to be helpful by giving my thoughts on the matter.
That being said, I wouldn't be surprised if it was stolen from a more popular game, before it ended up in an AGS .vox file.

Quote from: arj0n on Tue 27/04/2021 15:13:34
Can you trace back the name or the exact filesize of that AGS vox file and the game itself?
Otherwise there's not much change to find out the track's origin..
To track down the game, perhaps you could look at the file's creation date. It'd at least give you a latest possible date. Not the most useful thing in the world, but it'd be start.
#559
General Discussion / Re: Help identify a midi
Mon 26/04/2021 16:45:51
Hmm, it sounds vaguely familiar to me. Like something from a Mega Drive game I played once.  :-\

The first games that come to mind are: North and South, Cannon Fodder, Rampart, and Risk. But I can't verify that it belongs to any of those. The starting drum part is very similar to Rampart, and listening to the music on the DOS version, there is definitely a similarity. Maybe the music for the DOS version of Rampart was done by the same people as this song? (That's Bitmasters by the way.)
Whatever the case, if I have heard this song before, I definitely haven't heard it in its midi form.
#560
Recruitment / Re: Lets Make Larry Great Again!
Sun 25/04/2021 18:46:11
Heh, Scratch. My little brother loves that programming environment.
Also, when I first read you thread's title, I thought maybe it was for Larry Vales, since Leisure Suit Larry is already doing quite well in my opinion.

That all being said, I wouldn't mind programming your fan-game for you on AGS. As long as you can make the graphics and you know exactly what you want in terms of puzzles, I'll gladly put it all together for you.
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