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Messages - Fitz

#721
Hints & Tips / Re: Barely Floating
Sat 18/08/2012 06:59:10
I asked
Spoiler
the bartender, the beard creature and Dave, who's standing next to it - and none of them seemed willing to change it. Should I just MAKE them do it, somehow?
[close]
#722
Hints & Tips / Re: Barely Floating
Sat 18/08/2012 01:09:39
Thanks :) Got a little further - and now I'm stuck
Spoiler
playing bingo. Figured out I have to change the music on the jukebox, since the one playing is the only one Pex likes - but I have no idea how I do that without getting dismembered ;)
[close]
#723
Hints & Tips / Re: Barely Floating
Fri 17/08/2012 22:44:49
I don't think I have anything like that. Right now, the only things I have are
Spoiler
the cane, the banknote, the pills, the leaf and the magazine.
[close]
#724
Hints & Tips / Barely Floating
Fri 17/08/2012 21:39:07
I'm stuck with a bunch of things:

Spoiler
1. I'm trying to get the bartender to wash his beard, but I can't get shampoo from my room.
2. I tied the rope to the statue and my cabin's door. Guessing it'll knock out the unwanted occupant of my room when he opens the door - but the problem is he won't.
3. I'm guessing the cyan dye will help me get Mohombian currency - but the painter won't let me near it.

Talked to everyone, exhausted all topics available at this time. Not sure what to do now.
[close]
#725
Finished Patchwork yesterday :) I really liked it -- for the same reason I like Ben's games: a gallery of funny, fairytale-like characters. The talking croc was my favorite, I think. He looked bad-ass with those glasses on! ;) All the characters were likeable in their own way.

The interactions between Lin and Daniel were fun, too. It was interesting to see how differently each of them perceived the world. It might've been even more interesting if Lin saw things from Daniel's world differently, too -- so much that they'd look differently to her than to him. But there was no real use for that, so it's not an issue.

The idea of parallel realities itself and the way they mixed was carried out very nicely, too -- with the roadside ad being my favorite. Oh and thumbs up for Cacodemon :D

Great, funny game with absolutely beautiful graphics :) Felt a lot like The Whispered World.
#726
Hints & Tips / Re: Patchwork
Tue 14/08/2012 11:36:10
Duh! *facepalm* Very obvious - but not easy, because
Spoiler
it seems that not all of them react to clicks. I clicked one, and nothing happened -- even though Lin picked it up later.
[close]

Finished the game, by the way. I'll post a review later :)
#727
Hints & Tips / Re: Patchwork
Tue 14/08/2012 10:24:36
Oh, I haven't illuminated it yet.

Spoiler
I'm guessing you do that with the fire element? I know I'm supposed to feed the fire spirit to get - and Daniel has a fruit, but Lin won't take it and she didn't ask for help with that. I'm guessing it has to be something else, then - but what?
[close]
#728
Hints & Tips / Re: Patchwork
Tue 14/08/2012 09:36:41
Hm... I figured there'd have to be a toolbox - but I can't seem to find it anywhere. Not in the lab, at least.

Also, do I need to give the cellphone to Lin after I've made the recording or just use it when the time is right?
#729
Quote from: Frodo on Sun 12/08/2012 10:18:07
I have a question though.  Will the games work in Windows 7?   :confused:

Yeah, they run on Win7 just fine. The only problem I came across is that when I originally installed it in C:\Program Filex (x86) (as suggested by the Install Wizard itself) it demanded I run it as Administrator -- and... well... I'm totally blonde. AGS itself did that, too, way back when I first installed in on Win7 -- and I had to tinker with the access settings a bit. Not impossible to do - but too much of a hassle, if you asked me. In any case... If you ever experienced that with any of the AGS games, all you have to do is simply place it in some other, non-system folder.
#730
Quote from: ddq on Sun 12/08/2012 05:43:06
As an alternative to PayPal, I've used Amazon Payments. Dunno how easy it is to integrate, though.

As a frequent customer at Amazon, I second that.

Finished PISS in one sitting last night. ThreeOhFour at his best. Hard to leave until you finish.

Next up: Barely Floating.

Btw, would everyone like a review in the bundle's Completed Games thread or individually in the game's profile page?
#731
Quote from: ThreeOhFour on Sat 11/08/2012 17:07:13
Doing a game for this was crazy, sleep depriving, fun and frustrating and I don't regret it. It's an honour to be a part of this and I hope everyone who picks up the bundle enjoys what they find within!

Obviously, yours is the first game I pounced on when I got my hands on the bundle :) Played it for some two hours now, and I'll say this: it's not just my favorite of your games, but one among the most captivating games ever, high up there with The Longest Journey. It's just so much fun, with its own little mythologies, culture, magic, technology (the bugs!) and philosophy (the Mortician's ideas about the three centres of thought were great, especially). And of course, the characters! Banse is probably my favorite, the design itself -- and the backstory that goes with it - is brilliant. Speaking of which, I'm having the best time just going around and talking to everyone, asking about everything. I also love how you leave choice what to say, and how that affects how the conversation progresses -- and how things can't be unsaid. Can you actually get stuck after saying something you shouldn't have? Because I'm stuck right now, and I'm not sure if that's the reason.

Aaanyway, love it! It's beautiful, as always -- and very innovative, too. Non-linearity and the freedom of choice you give the player in a bunch of situations plays out in very interesting ways. I'd go as far as saying they're moral choices, dynamically changing the character (for better or for worse). Same with the way you spend your money in the game. I remember you talking about implementing actual currency in the game on your blog a while ago -- and that's a fun mechanic. Reminds me of Little Big Adventure.

I will try to post a review of every game in the bundle when I get the chance to play/finish each of them. :) I lurk way too much -- and play far too few games these days.
#732
Congrats on your first release :) Got it right away, of course. It's the best thing that happened since Humble Amanita Bundle! :D
#733
General Discussion / Re: Creature Ideas
Thu 09/08/2012 08:46:38
Quote from: Milos Regamer Jevtic on Thu 09/08/2012 02:25:24
Undead Swordsman. A skeleton in european-style medieval armor with a longsword.

Something like this? ;)


And the max offensive damage for the bazooka-wielding tree would have to be exTREEme. Quite curiously, the cloud of fire from the explosion looks like a tree, itself. So trees with bazookas = perfectly reasonable.
#734
Ben's approach is probably the HEALTHIEST way to actually start getting things done. He has a point, too - every game he makes looks bigger and better than the last one (and pardon me for not commenting on the latest screenies, they're just MESMERIZING!). Meanwhile, it's been almost two years since I started working on my game -- and I'm still not QUITE done. I have a playable beta, and I can see the metaphorical finish line in the distance -- but it seems that I'm always two months away from getting there. But oh well, I'll get there. That's my mode of work. I like to push myself, see where my limits are. But I can't imagine working on my potential next game for another 2-3 years. I definitely need to scale it down.

See, I did a lot of creative stuff in my life. I used to write fiction, make comics... And I always started BIG, honing my skills in writing huge stories I could never finish -- or even keep them coherent. But then there'd come a moment of complete burnout. I'd leave everything -- and start writing something smaller. That's when I actually started getting them done. I'd write complete stories in two to five days. Eventually, the stories I wrote would get bigger -- and then I started writing actual novels (one that is actually fun, one that is huge in scope, but kinda flawed, and inbetween those, two that are utter crap with a bunch of cool ideas; none published, and not more than two people read them). After the last one -- a massive 600-pager -- I felt burned out again. I haven't written another in 5 years, and only a short story after finishing the last one. I desperately want to write something -- but I need to find a way to tame myself and not churn out another King-sized (pun intended) brick of a novel that'd take me 10 years to finish. The problem is, the story I have in mind definitely has the potential to be exactly that :P

So anyway, before my biography overloads the site... What I consider my greatest creative success is the ability to do something more humble once I've learnt what i can do and what takes too much time to bother. When I started my first webcomic, I spent five weeks drawing the first three-page episode -- and two weeks, seven days a week, 4-8 hours, on each consecutive page, until I reached such a level of photorealistm that someone thought these  were photos. After drawing 40 pages, I was -- again, and quite obviously - DRAINED. So then I stopped drawing for a while. Then I started working on a new comic - and saw that I'm trying to top myself - AGAIN. So I stopped and took a metaphorical U-turn. I scraped everything I drew -- and redrew it, with no shading, and only a hint of a background. And then again, making it even simplier -- until I drew this this . It's so simple that a four-year-old could draw it -- better than me! -- but it conveys the message AND has my trademark limited color palette (with complementary colors, no less). AND it took me mere minutes to do.

So, yes, simple can be fun, too -- for the player/reader, AND for the creator. So once I'm done with Gray, I'm going to make a one-room game! In 160 by 120! With two colors instead of four! No, wait! ONE color! And it's going to be an OSD game! ;)

And so should you! :D You have two hours! ;)
#735
Quote from: Baron on Fri 29/06/2012 03:37:17
Will the Stick Wars reunion dig up old grievances and petty rivalries?

I'm beginning to suspect this might have been the original purpose behind this thread. It has been suggested more than once that ig299 might be/must be a troll -- and isn't a troll's sole mission to cause chaos by random actions. In fact, I think he might be a member of the infamous internet activist group called Ignoramous.

So now, while he is temporarily banned, we only have each other to amuse ourselves -- and we are already stuck in a spiral of rivalry, each of us trying to be funnier than the previous guy. Which seems impossible at this point, Baron's taking Ryan's quote regarding physiological reactions to temperature and humidity out of context is, in my opionion, the highpoint of this thread (or perhaps the entire AGS history). I tip my ushanka hat to you, sir!
#736
AGS Games in Production / Re: The Visitor 2
Fri 08/06/2012 20:32:42
Keep it up :) If we both do, we might be able to coordinate the invasions ;)
#737
AGS Games in Production / Re: PISS
Sat 05/05/2012 14:09:35
Black & white striped stockings are just about enough to catch my attention -- but the way you summed up the story struck a chord with me. Maybe because of the dream I had just before waking up? (about green-faced zombies and alien bugs who lived inside their heads and controlled them -- eek!)
#738
The Rumpus Room / Re: The lie thread
Wed 02/05/2012 21:23:26
Stupot+'s nickname tells us that his name is Stuart and he likes pot--wait for it--tery.

Deu2000 is not a nickname, it's a hidden advertisement of Daewoo 2000 for non-English speaking people, which totally makes sense, since he himself is Spanish.
#739
I did a little speed-run a while ago, and at that point, without having to go through some dialogs, and knowing what to do and where to go, it took about 45-60 minutes. So I'm guessing you can double that if you play it for the first time. Add the intro, outro, dialogues (which aren't short, either), and I guess you get a short-to-medium-length game :) But it's actually more fun if you take your time with it. There's about 35 objects in the inventory - but about 400-500 possible combinations of using them on hotspots, objects and other inventory items, all with a unique response. There are going to be multiple-choice dialogs (typically 4), branching out into new multiple-choice options. There's very likely close to two-thousand speech lines, and that not the end yet :) When I think of it, and the translation that I want to do, I'm scared -- but I love making this a game that sort of awards you for anything you do, whether right or wrong :)
#740
Hmm, it's the last day of April... Last time I updated this thread, this was the tentative deadline. BUT we're still working on it, working really hard. We have close to all in-game songs and the game's basically playable from start to finish -- but most conversations, Look At's and interaction responses are still in the works. There's still a FEW things to do that I haven't even started, like sound fx, the outro and the Polish translation. I'm hoping it'll be ready for beta-testing in a month or so, so we could then release by the end of June.

In other news: the dev team grew! By 100%! So now there's four of us:

- SwordOfKings128, who's stuck with me from almost the very beginning, does the music -- and blows my mind on a daily basis.

- Sephiroth is back and assists me with some serious coding. I just think of something crazy I'd want in the game -- and thirty seconds later he sends me the code.

- Paul Franzen, the newest member on the team, offered to proofread and edit dialogues (and monologues) in the game. Ah, poor, unsuspecting soul, didn't know what he was gettting himself into :-D

Speaking of which, here's a sample of Gray's rhetorical talent - the all-time adventure game classic:



And this one of the game's milestones -- the game's own Quit GUI:



Because, obviously, a game with only four colors couldn't have a GUI that is GRAY ;)
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