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Messages - Erpy

#61
It's called GetWalkableAreaAt(x,y)

#62
It will. To join thief guilds you only need thief skills, not necessarily a thief class.

And there most likely will not be a voice pack. Way too many lines in there.

#63
AGD Interactive is proud to present one of the most awaited fangames ever. After a long and hard development process, the game went gold around midnight on the 24th/25th of august.





AGD Interactive has taken great care to maintain the charm, atmosphere and gameplay of the original while implementing features here and there to make the experience more enjoyable for both newcomers and veterans alike. Seeing how long it's been in production and how many people have heard of it, there's probably little I can add, other than...come and get it, Effendi.

Visit the completely revamped site at http://www.agdinteractive.com

#64




NEWSFLASH: The sultanate of Shapeir is currently enlisting brave and devoted adventurers who are willing to assist the authorities in making the country a more stable and enjoyable place to be. Some time ago, the land was overrun by a particularly elusive and persistent breed of creature, called a programming bug. In order to rid the land of these pests, Sultan Harun Al-Rashid (May He Live Forever!) in all His wisdom, sought out the help of a small band of heroes to do battle with these abominations. This band fought long and hard and the bug population was drastically reduced over time as a result of their efforts. However, the remaining members of the population have become wary and have gone into hiding, only showing their face in very specific circumstances.

Because of that, additional adventurers are requested to journey to Shapeir and assist the Sultan's bug-exterminators in tracking down the remaining bugs that still plague the land. Because there is no reward in Dinars posted, the adventurers Shapeir is looking for should be self-sacrificing Paladin-type personalities who do not shun long, hard and tedious work for no compensation but a boosted personal honor stat. In addition, these adventurers should have a keen eye, analytical mind, a long attention span and the ability to think outside the box. Prior experience with the land of Shapeir is not mandatory, but the previously stated personality traits most certainly are.

Those adventurers who are interested and understand that their journey to Shapeir will not so much be a vacation, but a noble and necessary quest that involves them sacrificing their own enjoyment of Shapeir for the cause of the Greater Good, can scroll down and click on the link below.

All the poetic analogies aside... Quest for Glory 2 VGA is going beta and AGD Interactive is looking for suitable volunteers to help us test. If you have a lot of time to spend and have the qualities stated above, please apply and you may find yourself picked as a QFG2VGA beta tester. If you enjoy rooting out and trying to replicate anomalies that could be dependant on a hundred different factors, you may be the person we're looking for.

Keep in mind that actual testing probably won't start until after new year, so testers will need a lot of time to spare even after the holidays.

If you think you have what it takes to help us give the game that extra bit of polish, please click on the link below and fill out the application form.

Sign up here.

#65
If you're implying we rely only on GlobalInts and use no self-declared ints (exported and imported for global use), we actually use plenty of both.

#66
We've had both kinds of testers Radiant mentioned at AGDI and Himalaya. Most testers probably fall somewhere in between...they play through the game a couple of times and report bugs, but then get bored with it. Some will play through the game again if you specifically ask them to, others will stop responding. Even some applicants who come up with impressive credentials sometimes fall into the latter category. The problem that some people simply want to be "on the team" or want to play the game prior to release (especially if they've been anticipating it for some time) is nearly impossible to avoid...even with lectures and horror stories about the tedium, responsibility and such. You can try damage control by being having a critical eye to the applications people send in, but the issue remains that quality assurance and writing resumes/applications are two different skills that aren't always related. Some people may make good testers, but suck at interviews/writing applications. Others may have the gift for the gab and appearing knowledgable, but have a sucky attention span.

I agree with Radiant on the debug tools. Quest for Glory 2 VGA we're working on right now has tons of those, from the simple cheats to alter stats/money/items and warp around to another room/time block/day to more exotic stuff. A few things we've been using:

- A debug option to manually set global ints.
- A GlobalInt monitor that displays the value of the selected GlobalInt on the status bar at all times.
- Codes to jump to certain scenes/events while correctly setting all variables/conditions as they should be (as opposed to warping to the room and potentially messing up) and summoning/blocking random encounters.
- Code that allows you to save up to 99 screenshots per game session. (pressing F12 again doesn't overwrite the previous screenshot but creates a new one)
- Quicksave/Quickload hotkey that allows saving/loading in scenes where the player has control, but official saving is blocked.
- Hotkey that displays the value of some of the most relevant variables in most rooms.
- Toggling of logged saving. (autosaves when you enter a new room, but alternates between two save slots, so if you quit the game right after a bug, you'll always have a savegame from that room and a savegame from the previous room you were in, allowing for easier replication. Auto-disables when restoring a game.)

We're still looking into what options would be a good idea to give to the testers and what options are better left hidden...we've already spent some good time trying to fix phantom bugs that only pop up if you use warp/globalint/item-codes to get into a situation that wouldn't be possible when playing the game the usual way. Especially as tedium sets in, testers will be more tempted to use shortcuts and backdoors to speed things up.

What you definitely want is testers telling you:

- what kind of bug (crash, mask-issue, showstopper etc..)
- what happens (and what they think is supposed to happen)
- where it happens (room number can't be beaten)
- how it's replicated (sometimes screenshots are useful with mask-issues, savegames with most other issues)


A private beta testing forum has the disadvantage that people can spoil each other, but it has the advantage that people can confirm or elaborate on each other's bugs.

If the project to test is large, you may try out multiple "waves" of testers, replacing each wave when they start losing steam and sending fresh people in. For a short or medium game, that's probably overkill though.

#67
General Discussion / Re: Enchant Hosting
Wed 07/11/2007 07:33:25
Gron actually posted on our forums today. He's not affiliated with that company though.

The person I believe you're looking for uses the alias "Brassfire". She sometimes lurks on our forums (but hardly ever posts) and sometimes frequents the Hero6 boards, but the community she seems to be fairly regular seen in is the forum at questformoreglory.com. She's pretty scarce everywhere, but seems to be slightly less rare there.

#68
Quote from: Radiant on Thu 25/10/2007 10:31:46
Quote from: Disco on Thu 25/10/2007 02:59:45
Not too confident in it's completion though (it's been around for years, and not updated in a year and a half) which suits me just fine since the series is stellar as-is.

That's an interesting point...

Does anyone know what is up with Hero/6? Or Heroine's Quest, Katrina's Tale, and whatever else we used to have as QFG sequels or fangames?


I used to follow the progress of several of them. Quite a few have been announced over the years, most of them around the time when the Sierra fan community was concentrated around the Hero6 project, which was founded in 1999.

Hero6: The project was coming along very slowly (plot organisation and the absence of a fixed hierarchical structure had been hampering its progress since its beginning) until a new director came along was more or less elected to pick things up, but his methods and views for the project didn't sit well with the old-timers of the project and during the behind-the-scenes struggles, he was eventually booted out or jumped ship. Now it seems a select group of core members are working on it in private. It's still going, although it's still far from being finished. An engine switch to AGS is rumored, but not officially confirmed, I believe.

Heroine's Quest: There are some people asking on progress on the forums there, but there seems to be no reply from the team. I'd say the project is dead...the progress hasn't been updated in ages.

Project Katrina: The site was still up last time I checked, but the founder spoke of the project's passing in this thread. It's one of the few QFG-projects that officially died.

Struggle for Life and Honor: The project founder left the Hero6 project around 2000 to start his own QFG-spinoff...complete with unique engine (not MAD or AGS), extra class and completely original world. But when he and another founder left due to lack of time to spend on it, the project more or less collapsed. The member who took over the role of director never got it into the momentum it had in its prime, even after an engine switch to AGS. The site is still up, but the forum seems to have died. Project is most likely dead. Project name seemed oddly appropriate after the initial founders left.

Nightfall (Ancient Frog Games): Another project inspired by Hero6. Not sure...the site just disappeared at some point, the domain is up for grabs again and no word of the members...I'd say it's dead.

The Unknown Hero: Founded by a senior staffer of Hero6 around 2000, originally meant to be a QFG-game with a female hero in 3D with its own unique engine. Underwent various restarts...I don't think the site exists anymore, but last time I heard it was now a Morrowind mod in the making, if it's still going.

Destiny (Blackbird Entertainment): Another project started around 2000 by a Hero6 senior staffer with its own engine and 800x600 graphics. It was supposed to be a (potential commercial) trilogy with the first chapter being freeware. Apparantly, the project director lost interest in the project at some point during the construction of the first chapter and the project died.

Seeing how much work it takes to finish a game with such a complicated structure, I'd say a QFG-like project is potentially the most failure-prone undertaking of all sierra-inspired fan projects.

#69
Quote from: lazygamer on Mon 05/02/2007 06:25:23
How long/large is Al Emmo compared to the IA KQ3VGA or Tierra's KQ2VGA+? I liked the quality of the demo, but I'm wondering about the length/size of the game.

There's 9 acts in total. (though a few acts are shorter than act 1) I'd say it's on par with KQ2+ as far as how long it'll take you to get through. Like KQ2VGA, you can look, interact and talk with everything, so how long it'll take you also depends on whether you want to rush through the game or explore every nook and cranny.

#70
Quote from: Vince Twelve on Sun 04/02/2007 06:29:16
Also, let's note that it's been almost three months since anyone said anything negative about charging for this game here.Ã,  One person dug the thread up to report a bug (which could have been done via PM) and suddenly the argument starts again, only this time, there's only one side arguing. Seriously, stop beating that poor dead horse.

Actually, it was more like a week ago, just in a different thread.

Quote4. GREEN-EYED MONSTER
I greatly admire Al Emmo and its creators. It takes a sh_tload of work to get anywhere in any field you pick. I think some of the bitterest comments are jealousy pure and simple.

It's probably a lot more complicated than that, but it's probably also more complicated than the simple "it costs money, so the criteria are a lot higher too"-theory. When the first commercial AGS game, the Adventures of Fatman, was released, I counted 1 or 2 negative reactions and the rest of the not so few reactions were very praising, supportive and encouraging even though it was being sold. *shrug* But no doubt any attempts to explain the absence of any bitterness or objections against commercial AGS games there would open up a can of worms that could fill 6 more pages.

Nevertheless, thanks for the comments. I'm glad you're acknowledging the sh_tload of work it did indeed take to finish from start to end.Ã,  :)

#71
Alliance, we're currently working on negotiations with a publisher who might have the means to get the game in stores. The whole deal is still up in the air though.

And visionmind, thanks for the kind words. And yeah, I know the website's info needs to be updated. It's on our webmaster's to-do list.

#72
The version on CD does not contain an activation process, but downloadable versions do. Our online partners use these types of activation procedures a lot and since they get part of the profit, they're also free to add copy protections to them.

I'm glad to hear you've managed to install the game and I'm sorry to hear about the initial issues with the download and unwrapping process. I wouldn't worry too much about your game becoming unusable if Telltale would drop out...they use activation processes in several of their other games and have a policy that would safeguard the products of their customers in such a scenario.

#73
QuoteI just want to say that I think it's a bit insulting to just about everyone here (or maybe it's just me) when you say things like "fans of the adventure genre have been neglected for far too long". I mean, we're all here, using AGS, keeping adventure games alive for those who want it. In fact I honestly believe that the true golden age of the adventure genre is here and now. It's in the hands of those that truly love it, completely free from vapid commercialism. True, certain games can be more successful than others but you can really feel the passion here. Not to mention all the new and exciting ways people are coming up with creating games (including your own very intriguing game-continuation-system-thingy) - ways that the likes of LucasArts and Sierra never bothered to dream of, which is I think what caused the demise of commercially successful adventure games. Stagnation.

No, it's not just you. The complaint "how about acknowledging us too?" has appeared more often around here. But our press release isn't meant to claim the monopoly on influencing the state of the genre. The philosophy behind the press release is this:

Yes, there's plenty of other people making games here. No question about that. Some get more public attention than others. But what makes Al Emmo relatively unique is the fact that it's commercial. Which means it has a budget and sales figures. Does that make a difference? It does if you think outside of the "games for gamers"-box. According to the philosophy of our team, it's not just gamers who play an important role in the status of the genre, but also publishers. They're the ones who can get games out of the tight circle of hard-core fans and out to the more casual gamer. I don't think anybody will argue against the fact that increased trust of publishers in the genre and classic style is a good thing. Thing is...publishers tend to be tempted to shrug free games off. Just because your free game got downloaded a large amount of times doesn't mean a publisher's going to give it a moment's notice. But if an adventure in the classic style has significant sales figures as backup, it WILL turn heads and publishers will be more willing to acknowledge the style and the genre.

Try to read the press release in this particular light (i.e: not just aimed at getting hardcore gamers'Ã,  attention, but also publishers') and you might perceive the press statement to be not nearly as arrogant/insulting as you thought at first.

#74
QuoteShe says she is from an abusive, broken, homeless past.  The way she acts that's either very true, or she's just a great actor.

[rant]No woman interested in you would play a charade like this on you because of its obvious ineffectiveness. A traumatic childhood would certainly explain her (co)dependent behavior set and belief that true "love" is the only requirement to overcome any and all practical obstacles. Lots of women who grew up in abusive homes grow to use relationships as an escape mechanism...first to get out of their parental home and then to forget their emotional issues. The fact she's only 20 and has 2 kids already would suggest she did just that in the past. (and still is now)

If you're gonna hang around her as a friend/acquaintance, you might get the opportunity at some point to suggest professional help such as a counsillor or peer support group to her. If she's not ready to accept the fact she's lugging a heavy load of emotional baggage around and needs help to deal with it, the only thing you can do is let her slip to that all-time-low point where she's forced to get help.

I guess you could mention to her that her approach intimidates you.

[/rant]
#75
Out of curiousity, what "background" is she from? (since you mentioned your background is different from hers)

The way you describe her, she seems:

- Very quick to rush into a romantic relationship and develop an almost obsessive passion towards someone. No doubt she had similar feelings for her current boyfriend at some point in the past, which either made her oblivious to his psycho-nature or made her see his negative qualities as a challenge to overcome, rather than a warning sign to stay away.

and

- Prone to be in destructive relationships. If she has a kid from this controlling guy, she must have been around him for quite some time. (just because she says she wants out doesn't mean she'll be able to) Her way of relating with guys seems to be pretty damaged and self-destructive.

As Barbarian noted, lots of red flags there. Obviously strong lack of self-esteem. While you mentioned you weren't ready for a serious relationship, she may be even less ready for a healthy relationship. Possible retaliations from the abusive boyfriend aside, her patterns of relating would possibly ruin a romantic involvement for you. Either she'd move her passion to someone else at some point (just like she did with you) or she'd become frustrated because you can't return the near limitless affection in the expected quantities.

If you want to help her, talk to her, but keep your distance. Find out what you can about what she wants and about herself. I personally wouldn't be surprised if she had some childhood trauma (like abusive parent(s)) that caused her to develop what seems to be a serious case of either relationship addiction or battered wife syndrom. Try to get her to find help in the form of a counsillor...she sounds like she needs mental help more than another relationship to overfocus on.
#76
Difficult to say. Its length is about the same as your average Sierra game. (the later ones) It depends on whether you strictly adhere to the obvious path or if you try to click on everyone and everything in sight to see what responses you get. I'd say about 15 hours or so.

#77
SSH, officially, if you don't have the capabilities of creating something that captures the essence of the work that is to be parodied, you're expected to find someone who CAN produce the desired effect and get him to work with you. That's the way it works.

We're not threatening anyone with lawsuits, nor are we "going after" anyone. We've taken a lot of criticism, both constructive and unconstructive, in response to the demo and never demanded those comments to be deleted either. We simply object to the extensive and unnecessary use of the results of our work. Our world won't be any crazier at the end of the day and critique and freedom of word will probably still exist as they are.

#78
QuoteAs for the title, do you think the people would confuse "Gill Bates" with the head of Microsoft? or parody walkthroughs by "Gren Leen" with those by "Len Green"? Because I don't. I've never heard of copyright or trademark protection applying to anagrams or spoonerisms.

Often, yes, it confuses people. Particularly when the real release is anticipated. I have no doubt that is why it was removed at Adventuregamers. People are accustomed to spelling errors online and their first reaction is often to assume the poster made a typo. If someone writes a post online saying: "Stive Erwin died", the first thing I'd assume is that he IS referring to the wildlife nurturer and that he simply typed too quickly. Thus I'd be confused. Not to mention the fact lots of people quickly skim stuff online.

QuoteThe Campbell vs Acuff-Rose Music Inc case I linked earlier was a parody that had explicitly been refused permission to use the copyright material they used. And yet they still won.

This case would not be similar because even under the parody clause, you're only allowed to take as much IP as you absolutely need. (in the case you quoted...some of the lyrics) That means you're only allowed to directly take art or music if creating a likeness yourself isn't possible. (again, if you can't directly copy the essence of the lyrics of a song, it's difficult to parody anything) You can't take art or music just because it saves you the time of having to create it yourself.

#79
QuoteParody is exempt from US copyright law, isn't it?

Not in the way most people think. Here is how it DOESN'T work.

IP owner: You're using my intellectual property without my consent. Kindly meet me in court next friday.
Parody maker: But this material is parody.
IP owner: Oh...in that case, it must be legal. Nevermind me.


The parody-section of the fair use clause doesn't protect anyone against anything. This is how it WOULD work.


IP Owner's lawyer: Your honor, on behalf of my client, I'd like this product's distribution to be ceased as it contains intellectual property that was used without my client's consent.
Parody maker's lawyer: This material is parody, your honor.

So basically, the parody-section does not prevent legal action from happening, it's just an argument your lawyer could use in court in an attempt to avoid losing the case...although it has never actually anyone a case so far. Even if it IS a parody, you're only allowed to use what you absolutely need.

Of course, that doesn't have anything to do with this situation...we're not interested in starting lawsuits or anything...we just want to avoid the presence of confusing factors as our own game is prepared for shipping. (confusion as in...having a thread called "El Ammo: now released!" and a thread called "Al Emmo: now released!" in the same forum)

#80
Yeah, we noticed the link to the thread at the AG main site, but the thread was already taken down by the mods there.

To clarify, the game being offered here is not affiliated, endorsed or otherwise connected to Himalaya Studios. Somebody downloaded the demo and presumably the sample music on our site, screen-captured the art and animations and put them together in a project obviously intended to poke fun at ours. (I have no idea to the identity of the thread starter, but my hunch is that it's an old regular of the adventure game community who dropped out of the public spotlight nearly a year ago...nobody else I know would take so much time to create spoofs on AGDI or Himalaya)

It's unfortunate that this is being distributed so close to the release date of our own game, the last thing we want is to cause confusion and additional complications in the midst of a well-prepared public release process. We're not going to demand this thread to be closed yet, but when our own game is gonna be released, the LEAST thing I'll do is ask the mods here to rename this thread to get rid of any more confusion.

Hope that clears things up for everyone.

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