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 - GarageGothic

#2941
Quote from: Radiant on Fri 12/11/2004 16:37:42Contrary to what you say, most people do not actually prefer text parser games to point 'n click games, as proven by sales figures.

I find it quite interesting actually, that the only reason Sierra gave up the parser interface was that there wasn't enough RAM available for it when also using VGA graphics. Although I agree that icon interfaces probably are more accesible and therefore more popular, I do miss the benefits of a well written text interface. The original QFG1 and its VGA remake is one of the better examples. For dialog in particular, a parser interface puts a lot more responsibility on the player, because you actually have to figure out the topics rather yourself rather than just going through the motions.
I don't think its an accident that the same games that introduced icon interfaces also introduced some of the weirdest puzzle solutions - because anything else would be too easy to solve randomly. Although Infocom also had some *ahem* "humorous" puzzle solutions in their text games, I really doubt they'd have had us hypnotize any monkeys to use as plumbing tools.
#2942
Just checking with you guys before posting this as a feature suggestion:
Is there any way to give dialog options different colors (so that ones already clicked will display a different color than those not tried)?
#2943
ah, see that I haven't tried - I only saw that you guys were discussing sound issues.
#2944
Try adding some glow around the windows/buildings - there's a huge style difference  between the moon and the buildings (actually the skyline reminds me of a VERY old screensaver I used to have).
#2945
I just tried PoI with VDMSound again (setting the game up to use SBPro/II), and it still runs fine with sound. It crashed when the tentacle grabs the captain though, but I don't know whether this is a related issue.
#2946
That's odd. I wrote an article on getting old games working under XP, and if I remember correctly, Prisoner of Ice worked perfectly using just VDMSound. It even ran straight from the CD (with only the cfg file saved on my HD).
VDMSound also ran SotC perfectly. I even was able to run the H.P. Lovecraft Museum thingie, which I hadn't been able to see before on anything but by 486DX2.

Quote...and frankly, I'm waiting for SCIStudio 4 to export everything in the old SIerra games and remake them with AGS so they can be run in any system, so I'm not too worried.

Wouldn't it be more efficient to write a platform independent SCI interpreter like NAGI is for AGI? Wait a minute, isn't there somebody doing that already? Check out http://freesci.linuxgames.com/. Edit: Sorry, I realise that you meant the later SCIV games. Still, I'd rather see something like SCUMMVM for the Sierra games rather than straight remakes.
#2947
2) Experience points are plain unrealistic. Why would you suddenly get better at climbing because you've spent the last three hours fighting goblins. Please keep the QFG style.

5) I'd always envisioned a QFG game set in an asian setting - plenty of new mythological content to work from. Looking forward to see what your new location is.
#2948
As much as I adore the QFG games, I don't play 'real' RPGs on the computer (and in tabletop RPGs I stay away from fantasy settings). But your suggested categories sound like your game could use some kind of alignment system. E.g. evil + thief -> Assassin, Evil + Mage -> Necromancer etc.

And PLEASE remember when designing your game, that the coolest thing about classes is being able to go beyond them. Throughout QFG1 and 2, I created a character who was a thief with magic and fighting skills, and was able to select either path, when solving puzzles (except the fighter's guild). My main reason for disliking QFG3 was that I didn't let me do all the quests even though I had the skills to do them. Please don't limit the player just because it's easier to design.
#2949
Thanks to the mirror site, I finally was able to play BJ3 this weekend. AWESOME game (as I expected ;))! It certainly suits the style of the series that the game is longer and that there's greater focus on the mystery (rather than unrelated puzzles as in BJ2).

I didn't get stuck a single time (other than having to wander around to find newly triggered events), but the puzzles were very nice. The inspiration from the GK games was obvious - the witch code in particular, but I also enjoyed the interrogation which reminded me of the conversation with Mosely, Bucelli and Madeleine in GK3. Two of the puzzles could probably have used more hints though:

Spoiler
1)Finding the crowbar in the flowers. Were there any visual hints for this?
2) Finding the diary under the floorboards (very Colonel's Bequest, by the way). The only hint seemed to be that the board was lighter, but according to the description that was because of the sun falling in. The only reason I tried it was that I knew there must be SOMETHING inside the tower (how would you get to the top of the tower anyway, there are no stairs or doors)
[close]

Another minor issue was that the graphics didn't really support the atmosphere. The very first image of arriving to the pub in the rain was awesome. I'd like to see more of that. Obviously the game has to take place at daytime, but it could have been much creepier - lots of fog etc. As it was now, everything seemed a bit too colorful and cheery.

But all in all a great game. The BJ series is certainly becoming one of the great titles within the AGS community, just like Pleurghburg and the Tierra games.
#2950
Argh, here I'm finally home, at long last able to play Ben Jordan 3 - and all I get is: "The site agagames.com has been disabled. Please contact support"!

Is there a mirror download by any chance?
#2951
Quote from: SSH on Mon 11/10/2004 19:37:40You need more salty nuts!

Not you too...  ;)
#2952
Quote from: MrColossal on Mon 11/10/2004 06:59:22However beer tastes like sweaty balls and urine.

I wont even ask...Ã,  :P
#2953
General Discussion / Re: Seducing a Teacher
Sat 02/10/2004 21:23:34
QuoteDo the Indy trick - write LOVE on your eyelids and bat your lashes at him.

Or hide in a banana crate on follow him on his wild adventures. For full details see:

Chris Columbus' complete guide to seducing your archeology professor aka Indiana Jones and the Monkey KingÃ,  ;D
#2954
Critics' Lounge / Re: Professor needs c 'n c
Sat 02/10/2004 20:57:22
Why does his brows have pupils in them? Either remove the black dots from the brows/eyes - whatever they're supposed to be - or the white dots from the glasses.
#2955
Thanks, I couldn't find it.
#2956
Awesome work strazer!

Edit: Is this suggestion "add game.sierra_speech_xmargin & ymargin, to customize offset of speech from edge" identical to Custom text window placement for messages and speech?
#2957
You can find Lure of the Temptress, legally and for free, at http://revolution.co.uk/_display.php?id=10
#2958
But the jpg's won't be compiled in the .exe - right?
#2959
Quote from: Karimi on Sat 25/09/2004 19:49:10Odd how GG stands for Gary Gygax ...

Shhhh, don't give away my secret identity!!!  8)
#2960
I don't really think you need separate inventories. How about just making 'ghostly' icons (black and white or bluish, transparent looking) for the 'imaginary objects' which the player character will go fetch from elsewhere, when they are needed?

I remember Shadow of Memories had a ladder, which you could 'pick up', but the character would only actually go get when you used it in the proper place.
SMF spam blocked by CleanTalk