Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - DoorKnobHandle

#441
Quote from: önker on Tue 06/11/2012 18:13:04
When I played this game (briefly, very briefly) I kinda got reminded of those bands that used to make good music or, those movie producers that used to produce good films that made great movies but now make utter shite and, just because of status expect it to (and probably will do) well. Do not get me wrong, I loved the Ben Jordan series and know this game was a piss take but... Why release it? Why waste your time and take the effort with the backgrounds etc.. It is boring, the comedy is mediocre and overall a waste of several minutes?  I guess that is probably the best review I can give this game. Hey, I am just being honest. Seriously guys.

I like how your 'review' as you call it consists of exactly ONE point: 'the comedy is mediocre' ('it's boring' is not a point, that needs elaboration). Unfortunately, humor is very much a matter of taste and can never really be rated objectively (as seen by the number of posts here by people that enjoyed the humor very much, including me). I think you should either go into much greater detail when criticizing a game so heavily, especially if it's well-liked by the general community or just keep your opinion to yourself.
#442
No offense taken, I literally got the feeling that it was in your interest to hide away a lot of technical mumbo jumbo from the average reader and, in the end, user of your plugin, which is understandable! I personally feel that, since this is the critic's lounge where, otherwise, art is examined and criticized in technical aspects, it's not out of place to talk about the technical innards here but it's your thread, I'm fine with, without or with a new thread! :)
#443
I did indeed (wrongly) consider getting past PC and router firewalls to be a part of the NAT punchthrough process, sorry for the mess up on my part, that is what I was talking about!

But it really sounds like you'd rather keep the people here out of the technical innards of how your plugin works so as not to confuse them, so I'm going to shut up now! Sorry for the bother and good luck!
#444
I am sure that, for a peer-to-peer model (which is uncommon for games, admittedly), if either player is behind a router you will have to do your own NAT punchthrough to set up a connection peer-to-peer. In that special case it is absolutely necessary, I've done this before! I was asking about NAT punchthrough in the first place because I didn't know whether or not this plugin uses a peer-to-peer or client-server model.
#445
Well, I was asking about whether the plugin works peer-to-peer or server-client. If it was peer-to-peer then yes, you do need to NAT punchthrough assuming either player sits behind a router. But it sounds like you're going for the client-server model instead, would be really neat if you or anybody else was able to run a login server once your plugin comes out!
#446
General Discussion / Re: Vintage vs. Retro
Wed 31/10/2012 11:22:50
Hm, I would say (intuitively) that retro describes a certain old-school vibe, ie. something old, no matter from which period of time really (as far as the art is concerned for example it could describe 8bit style, 16bit, just general pixel art styles etc., as far as game design is concerned it could be 2d platformers, text adventures, point'n'click adventures, top down shooters etc.) and vintage is something that has simply been USED a lot, no matter when it's from. So vintage wouldn't really make sense for obvious reasons when it comes to video games and I have to say, I've yet to encounter the word vintage as a video game related adjective!
#447
So, this does mean that your plugin would be limited pretty much to adventure games made in AGS as far as I can tell. That's a shame, apart from that, it sounds like this is going to be very fun to play with (although I'm still not buying into the idea that true point'n'clicks can work in a multiplayer setting, but we'll see).

I disagree about NAT punchthrough though, I mean, to the average player it would make a HUGE difference if they could just hit the multiplayer button, find a game and play away just the way they're used to in any other game. Otherwise it's going to be kinda technical to set up games, you would have to share contact details with people before playing etc.
#448
Since I've been working on something similar, I'd like to know about the more technical specifications, are you supporting TCP or UDP connections (or both?) How are you planning to do NAT punchthrough or does the plugin still require people to use a fake LAN environment such as Hamachi? Are you supporting blocking and/or non-blocking sockets? Oh and is it peer-to-peer or client-server?
#449
Was great fun! Loved grundi's soundwork! Especially left-right-left-right :)
#451
Friend of mine is currently playing, streaming and commentating. Take a look, he could use a second viewer haha: http://www.twitch.tv/guitarspider
#452
Yeah, please let's not have the tune contest die..!
#453
Quote from: Crimson Wizard on Fri 21/09/2012 14:47:57
Quote from: dkh on Fri 21/09/2012 14:41:48
I don't like considering adventure games turn-based because, in my opinion, there's more to a game being turn-based than just 'I-click-and-stuff-happens-I-click-again-more-stuff-happens', a proper turn-based games relies on the fact that two or more people take their turns every round, then wait for the opponent(s) to make their move, rinse and repeat, and that certainly doesn't happen in point'n'clicks.
I see what you mean, but what if we consider The World (or The Game) another player? Then adventure game will be a game in which player and The World do actions in turns.

That's an extremely interesting way of thinking about adventure games, but the vast majority of point'n'clicks are neither designed nor played this way in my opinion. Still, fleshing this idea out seems like a great way to get a really unique and interesting adventure game design document started!
#454
It's certainly a matter for discussion. I guess it depends on the style of the point'n'click in question. If it's heavy on the 'distract-guard-and-then-grab-item-x-while-he's-looking-away' stuff, it's more real-time.

I don't like considering adventure games turn-based because, in my opinion, there's more to a game being turn-based than just 'I-click-and-stuff-happens-I-click-again-more-stuff-happens', a proper turn-based games relies on the fact that two or more people take their turns every round, then wait for the opponent(s) to make their move, rinse and repeat, and that certainly doesn't happen in point'n'clicks.

Genre generalizations are never 100% perfect and never fit quite everything out there (see music for example), in reality, point'n'clicks are neither this nor that. In fact, the only genre where the turn-based/real-time distinction is common is the strategy genre (which is, in my opinion, one of the broadest if not the broadest out there).
#455
Quote from: HandsFree on Fri 21/09/2012 13:31:22
4. Of the following, which type of games do you play most often?
Time-limited (e.g., timed chess, etc.)
Turn-based (e.g., card games, board games, etc.)
Real-time (e.g., physical sports, FPS, etc.)

Where do adventuregames fit in this question?

Real-time in my opinion. There are not a lot of real-time aspects in some adventure games but even for those, that category is the best fit.
#456
Done, zombiemonkey!
#457
It's really awesome, and I haven't even gotten around to buying it yet, I'm just watching other people play it on Youtube! :)
#458
And it's super close to where I live haha (as opposed to being as far away from me as possible while still being in the borders of Germany pretty much) - so I'm all for the Malberg villa!
#459
I watched TotalBiscuit stream an hour or two of it yesterday. Didn't look bad but it certainly didn't look finished quite yet either. It got some very curios performance problems (huge frame drops even on high-end hardware) and, well, Half-Life 1 is Half-Life 1. It was ground-breaking at the time but, if you haven't played it in all that time, you might be a little shocked - first-person jumping puzzles, very well hidden vents that you need to find to progress and all... :)
#460
Quote from: Peder Johnsen+ on Fri 07/09/2012 20:23:56
Quote from: Babar on Thu 06/09/2012 17:55:54
I dunno...spending 10 minutes doing nothing but looking around in a train right at the beginning bored me even then, dunno why people loved that so much :P.

That's about as far as I ever got in that game :-/.

I'd kinda expect more, especially of adventure/point'n'click fans...

:p
SMF spam blocked by CleanTalk