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Messages - Eric

#861
Quote from: WHAM on Fri 11/05/2012 15:26:55You notice the woman looks a little bit better after having the mask of for a while.

Can I ask for a typo correction here, just in case? I assume she looks better with it 'on,' but just in case she looks better with it 'off,' and WHAM is trying to pull a fast one by tricking us into breathing poison gas somehow (never trust WHAM)....

Quote from: Frodo on Sat 12/05/2012 14:41:47> Open door

Might be wise to phrase this more cautiously. Remember:

Quote from: WHAM on Mon 30/04/2012 21:14:58After waiting for a few moments and hearing no other response than the oppressive silence that surrounds you, you start to get the feeling that something bad is about to happen.

That was a different something bad than me having us overdose on morphine.

We might want to try turning on that TV again before we leave the room. Seems a method of communication. Maybe we should stand to one side so we can't be seen by the cameras as we do so, though.
#862
To which end has Selmiak laid claim?
#863
Tossing this out there...would it be possible with a multiplayer adventure game to not have necessarily a co-op, or a player versus player mode, but rather a gamemaster / player(s) mode, wherein the physical construct of the world stays the same, but the gamemaster is able to control events in the game based subjectively on the actions of players? Admittedly, I don't play RPGs, so the term 'gamemaster' might be used wrongly here. What I mean is someone who takes in player input, and decides, based on a semi-subjective basis -- say, what's best for the story, or what's the most in-character dialogue reaction to parser input? -- the game's response.

A video game is a fixed, final product. This sort of venture would likely still have to have all of the outcomes pre-programmed, but would allow for some greater flexibility in recognizing player input.

This is all very abstract, because I'm having some trouble coming up with a concrete example of how it might be implemented. But I've just come from a murder mystery dinner where the host improvised the third act, and it was pretty fun.
#865
The Rumpus Room / Re: Icey games' thread
Fri 11/05/2012 04:46:26
Quote from: Hudders on Thu 10/05/2012 22:34:37
I think it would be amazing if Icey made a game from a monster's perspective. Kind of like a latter day Rosencrantz and Guildenstern.

Regardless of the intent of trolling in the suggestion, I'd play this if it even aspired to a level of Stoppardness.
#866
Ponch, I saw your new avatar / signature in another thread and had to come here to make a request: can you have an alternate version where the Fiero pulls a banner behind it that reads, "Haters gonna hate"?
#867
Thanks, Stee! Like I said, I don't even know enough to be able to ask the right questions. It just seems like AGS 4.0 might be a vastly different animal to 3.2, and, as most of our amateur games here have long production times, I could imagine some (myself) being halfway through a project when all of these new possibilities arrive, and having to decide whether to scrap and start over or continue with an older version. I'm heartened when you say:

Quote from: Stee on Thu 10/05/2012 23:18:34
If you mean the way you use the editor, on the most part I think its staying the same.
#868
Engine Development / Return of the AGS.Native
Thu 10/05/2012 19:03:29
I wasn't sure where to post this question, so I thought I'd stick it in the forum clearly marked "Beginners."

There's been a lot of talk about editor and engine improvements lately, and I gather that yesterday's release of native code is a big deal toward making these happen. I feel as though I've potentially joined this place in the midst of a transcendent moment and that stuff, as they say in the movies, is about to get real.

I also anticipate that there are a number of folks like myself who have no idea what any of this really means, and so I was wondering if someone could break things down for a layman. I understand that many of these won't have specific answers, but:

To what extent are things going to be changing? Will the code that we use to make games stay essentially the same?

What new capabilities are we likely to see?

Will this allow for new areas of portability?

On what timetable do we anticipate all of this will take place?

I ask because I'm sure there are some folks like myself about to embark on making games, and want to know if, for instance, I waited a few months to start coding and just focused on art, could my game have portability through ScummVM, better implementation on newer operating systems, widescreen resolution, or whatever the new functions will be?

I don't even know if I'm asking the right questions, or in the right way. I don't even know what Allegra is. Someone break the situation down for the less knowledgeable among us. Thanks!
#869
I think the exquisite corpse method is the way to go. Could be interesting!
#870
Quote from: selmiak on Wed 09/05/2012 16:05:53
@Eric: But, but good journalists do research, don't they?! :-\

In a perfect world. But our world is imperfect, and so I'd say the situation is that journalists either work their way up the ladder until they earn the time and resources for proper research, or they work freelance on spec, hoping their research will net a big enough story to sell to a publication.
#872
Yeah, you're dead on. That's what I meant to say above. I realize that my previous post looked like it was arguing against you from the way it started, but for some silly reason, I decided to quote you and then refer to the OP in the second person. Made things confusing.
#873
We are like the sad dejected corner of competitions. Without pretty pictures, nobody likes us.  :~(
#874
Quote from: Victor6 on Wed 09/05/2012 00:49:03Based on some of his posts he does a fair amount of promoting, which probably includes providing review copies \ press releases to prominent blogs.
Quote from: Victor6 on Wed 09/05/2012 00:49:03Major sites probably get bombarded with amateur PR from indie game-makers who want to get their names in the spotlight.

You'd be surprised at how much of a journalist's time is spent saying, "Oh god, I need content and I need it now. Quick, grab the closest thing at hand and shove it into the slot," and how little is spent, or even available, to seek out quality things worth writing about. When someone with a proven track record comes along with some fairly ready-to-publish / review material, that's very appealing to a content producer.
#875
The Rumpus Room / Re: The lie thread
Wed 09/05/2012 02:08:30
Sane Co. is actually not a human being, but a sentient tax shelter, an offshore subsidiary located somewhere in the British Virgin Islands.
#876
I vote aye. I guess we've lost budgerigar.

Also, my entry was apparently in two days after the deadline, so I'm not even sure if a vote is required. From where I sit, it looks like a win for Sane Co.!
#877
The Rumpus Room / Re: Icey games' thread
Wed 09/05/2012 01:29:49
Quote from: LimpingFish on Tue 08/05/2012 22:59:04
But I bet it's still an FF derivative, though! (nod)

Perhaps apropos of nothing, but when I was 17, I was in a band that was, essentially, a Weezer cover band. Now, over a decade later, my tastes have changed greatly, and my musical repertoire has expanded tenfold, and I cringe when I listen to some of the songs I wrote / played. However, at 17, playing in that semi-Weezer cover band was the most fun thing I could imagine doing, and I loved the hell out of doing it.
#878
The Rumpus Room / Re: *Guess the Movie Title*
Wed 09/05/2012 01:22:28
I kind of wish we'd gone through with full Facebook integration so I could 'Like' that comment, Stupot. As it is, I can only like it.
#879
The Rumpus Room / Re: The lie thread
Tue 08/05/2012 17:46:16
The third line of Arj0n's signature has been cut off by the limitations of the new forum upgrade. It reads, "Bob Ross to bring them all, and in the darkness bind them."
#880
Critics' Lounge / Re: Walk cycle process
Tue 08/05/2012 06:58:33
Quote from: Andail on Sun 06/05/2012 09:59:40I apologise for being a bit presumptuous about your background's origin; I based it on its composition and perspective, which looks very photogaphic to me, in addition to the wood texture.

Oh no, it's fine. Like I said, I was flattered. It's those things that make me not like that room though, so I'm tossing it. If anyone needs a photorealistic dresser, feel free to ask for this one (the bottom stops at the edge of the bed, though).

Thanks too for the breakdown of how you do your rooms. I really liked your most recent one as well. I might need to learn to use Sketchup.

Here's something different. I gave myself a 40-minute time limit to see if I could come up with a little animation from scratch. This guy is part of a band that will be playing in the background.

I wouldn't bother with a critique were I you-- I barely gave myself time to save the .gif and I know there's a lot, lot, lot to be fixed here. However, as usual, sharing here makes me want to keep working and keeps my typical Gemini attention span focused.

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