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Messages - Danvzare

#661
The Rumpus Room / Re: What grinds my gears!
Fri 13/11/2020 16:00:36
Quote from: Mandle on Thu 12/11/2020 00:19:10
Quote from: Danvzare on Wed 11/11/2020 19:40:59
Something that grinds my gears is when you come up with a well thought out theory to piece together a game's lore, making sure to point out all of the evidence and reasoning for how you came to this conclusion.
Only to have someone say "No, you're wrong." and that's it. No rebuttals, no other comments. Just that. All because your theory flies in the face of everyone's already pre-established head-canon.  >:(

Undertale?
Lakeview Cabin actually. But it applies to every fandom really.

Quote from: Mandle on Fri 13/11/2020 00:11:32
Nose hair.
To add to that: plucking nose hairs. Why does it make your eyes water?
#662
It's obviously to keep out the riff raff.  :=

In all seriousness though, you're not the first to complain. Personally, I can't remember having much difficulty registering, but that was years ago.
#663
The Rumpus Room / Re: What grinds my gears!
Wed 11/11/2020 19:40:59
Something that grinds my gears is when you come up with a well thought out theory to piece together a game's lore, making sure to point out all of the evidence and reasoning for how you came to this conclusion.
Only to have someone say "No, you're wrong." and that's it. No rebuttals, no other comments. Just that. All because your theory flies in the face of everyone's already pre-established head-canon.  >:(
#664
General Discussion / Re: Good Movies You Hate
Wed 11/11/2020 19:30:57
Quote from: Babar on Wed 11/11/2020 15:45:19
I can't really say I ever had strong enough feelings to hate them, but so much of the Studio Ghibli filmography blurs together for me into this unmemorable mass of children having adventures with supernatural creatures in idyllic settings.
As someone once told me, they can all be summarized as "fish out of water" movies. Ponyo being quite literal in that regard.
Personally, I like them all. But I can definitely understand how them might "blur together" if you've watched them all. Then again, the same can be said with Disney and Pixar.
#665
General Discussion / Re: Trumpmageddon
Tue 10/11/2020 16:43:27
Quote from: Snarky on Tue 10/11/2020 07:03:12
I'm glad and relieved that Trump lost the election.
Same here. Maybe now all media can stop it with the whole "Trump's America is bad" thing.
I mean I got it, he's horrible and you don't want him to be president, now stop ramming the same message into absolutely everything!
I like variety in my media!
#666
General Discussion / Re: Trumpmageddon
Sat 07/11/2020 16:37:29
Quote from: Snarky on Sat 07/11/2020 16:26:13
Right, Hillary Clinton is planning to assassinate Joe Biden so that Kamala Harris can be a puppet for Barack Obama. (roll)
Wouldn't it make more sense to just... wait.  :-\
(We're not exactly talking about someone who is young, fit, and healthy here.)
#667
Congratulations on the release!  :-D
#668
Quote from: FormosaFalanster on Sat 07/11/2020 00:40:21
Ron Gilbert did wonderful games in the past and created plenty of awesome things, and I have nothing against him as a person, good if some loved to work with him, but he is not God Almighty and not beyond criticism either. In contrast this article shows the Williamses as great people even though I never really liked their games. That's what I found interesting: 25 years ago I would never have thought I would have felt this way.
Ah, ok. I get it now.

Quote from: Furwerkstudio on Sat 07/11/2020 01:12:59
I thought I poke my head in about this, while I did kind of thought Thimbleweed Park was, well great at first, but then I played the clown pieces which I could not stand and kind of brought down the enjoyment a lot to "it's good", and for a while I kept thinking everything was pointing to some kind of robot version of the body snatchers replacing everyone in town because it was leading that way.
Really? I personally found the clown pieces to be the parts which brought up the whole experience. To be honest, Ransome was the only one who got a decent ending in my opinion.

Also, since everyone is giving their opinions on Thimbleweed Park, personally I found it fun. To me it felt as though it was another LucasArts game from the early 90s that I somehow missed (not a perfect game by any means, but an instant classic for sure). From an outside perspective though, to me it looks as though that rather than being a "self-indulgent ego trip" it was actually an attempt at tying up loose ends. By revisiting Maniac Mansion, the 9-verb system, having multiple characters and actually making that concept work, as well as the fact that it was an adventure game (and no doubt was using an ending that he's been saving for the past 30 years). It personally felt like a farewell to the classic Adventure Game genre and days gone by. But at the end of the day... it's just a game.  :~(
It's poetic really, if you consider the ending.
Either that or I'm looking too deep.  (laugh)
#669
Looks interesting, I'll definitely be giving it a play.
#670
Quote from: Babar on Wed 04/11/2020 01:23:45
The answer to your problem seems to be right there in your question: Either make your character first, or set the size of your character, and then while making your background image for your game, have the character (or a rectangle of the same size) there for reference to always make sure that everything is in the correct size.
This, exactly this.
Also, you can scale characters on AGS. So if you make your backgrounds with proper perspectives, you could simply almost always have your character scaled to the right size.
#671
Yay!  :-D
I'll probably leave you a review once I've finished the game.
#672
Here's my two cents.
You should try to align player knowledge and character knowledge as much as possible, but not at the cost of playability.
For example, on the original Deus Ex, you can learn codes to keypads and use them on future playthroughs. The player can get and use knowledge that the character doesn't have.
But on the PS2 port as well as the the sequel Deus Ex Invisible War, you need to have seen the code for the character to input it automatically (therefore preventing you from skipping sections). The player and the character's knowledge are forced to be aligned.

Now if you've ever played those games, you'll know that the way the original PC version of Deus Ex did it, was more fun (clearly the developers of Deus Ex 3 and 4 agreed). So it's a bit of a balancing act. You can't be too limiting just because you're trying to follow what's considered optimal game design.

Now with that all being said, you should never require player knowledge and character knowledge to be misaligned. For example, one door leads to death the other doesn't. The only way to find out which is which is by saving, trying a door, and if it's the death door, reloading and trying again. There's no way the character could ever know the answer.
#673
Quote from: FormosaFalanster on Sat 31/10/2020 04:55:44
I always thought they were dissolved by all the acid of Ron Gilbert's spite and hubris...
Quote from: FormosaFalanster on Sat 31/10/2020 22:53:51
Yes it shows you a classy person he really is, as opposed to Ron beating Sierra's dead horse as late as in Thimbleweed Park.

Funny how I always prefered Lucas's games to Sierra's by far, but 25 years later what I learnt of their respective personalities make me respect the Williamses much more than Gilbert. This article shows more humanity than anything the "grumpy gamer" ever wrote.

What's with the hate for Ron Gilbert?
He always comes across as a really nice man, and LucasArts as a company sounds like it was a real dream job with how everyone describes working there back in the day.

You kinda sounds like how a Sega fanboy sounded back in the 90s whenever Nintendo was brought up.
#674
I always love to hear another Maniac Mansion Mania episode has been translated into English.
Now you just need to translate episode 97, ready for Christmas.  :-D
#675
Quote from: Danele82 on Mon 02/11/2020 07:30:37
Quote from: Olleh19 on Mon 02/11/2020 00:35:35
Hi, why don't you upload this to your games page instead?

8-0 Thanks but I prefer to use my blog.  (laugh) (nod)


You can link the game page to your blog.
Also, you'll be eligible for an AGS award.  :-D
#676
The Rumpus Room / Re: What grinds my gears!
Sun 25/10/2020 14:32:14
Quote from: Jack on Sun 25/10/2020 12:46:18
Get over it: you need to upgrade your phone every year now
+1

Although you know what grinds my gears even more. It was considered normal to upgrade your phone every year back when we were all using tiny flip phones. At least people have a reason to do it now. Who knows what the logic was for it back then?
#677
I wonder if anyone has ever actually had that inscribed on their tombstone?
Personally, I hope someone has something funny engraved on my tombstone.
#678
Quote from: Marcin K. on Fri 23/10/2020 23:24:38
I make kids music videos for youtube
Wait, are you the guy who makes those awful off-key slightly creepy nursery rhyme videos on youtube?
#679
Quote from: Babar on Sat 24/10/2020 15:42:43
People are talking about "giving away stuff" and "spoiling", but if you're making a demo for an adventure game, I don't think it should be a cut of what your actual game will be- that seems boring, and in that case, I'm not sure a demo is useful. I mean, sure, if you are going to have a year or something between releasing the demo and the full game, it might make sense to allow the player to retread stuff they saw in the demo.

But otherwise, while it is a little bit more effort, I'd suggest using locations and characters and music- all reused assets- and writing style of your final product, but have what actually happens be slightly different. Might even be cool to allow it to function as a prequel or sidestory (that doesn't take away from the main game if it is not played). I remember LucasArts adventure game demos used to do this, and it was always cool playing them, as they were their own little unique mini-adventures.
I agree with Babar. There are a few adventure games from back in the day that did the same thing. I think Space Quest 6 did that. And I remember The Secret of Monkey Island changing up a few things in the demo. It requires a bit of effort, but so long as you only reuse assets, it can give a good idea of what your game will be like without taking too much of your time.

As for length, I'd say around 10 minutes, or under 30 actions. Whichever you achieve first.

Just make sure the full game is better than the demo. I remember playing the demo of Technomage back in the day (it's not an adventure game by the way) and absolutely loving it. Many years later, I finally got the full game and... it was utter crap. The demo was so quick and to the point, and I just wanted to see more of it. But the full game was... so... damn... SLOW!
#680
General Discussion / Re: the blender 3D thread
Thu 22/10/2020 17:51:35
Really good job, especially for a first attempt that only took 15 minutes.
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