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Messages - Ginny

#841
:o Not good enough? Apart from a little lack of shading on some parts of the grass, it looks great!
But if you insist on better, nobody's stopping you ;).
#842
Great Program!

A few comments: When I go to Game>Properties and name the game, if I repeat that then it doesn't remember the name. It's not a neccessary feature but if it's there it might aswell remember it I suppose.
It's impossible to erase in the doodling area, except for using white color of course, but that's tedious cause there's only one brush size.
Anyway this program is very useful and I'd use it if I weren't so used to writing everything in a notebook, lol. ;)

Btw, what do you program in? VB? C++?
#843
Ah, I see, the good old fashined Sci-fi / Comedy / Love Story / Adventure / Comedy / Action Game :P

El Interfaco Rockso!!! Only thing, when in the inventory, right-click is look and left click select, whereas in the game itself it's the other way around, right click use/take/talk and left click look. I think it's better the way it is in the inventory, but either way it should be the same in both :).

Of course, when I give the bird the leaf the dialog doesn't change, but this is just an interface test so I'm sure you were planning on doing the other scripting later :P.
Another note on the interface, the options button doesn't work, is it supposed to?

Anyway, I'm all in anticipation now! The graphics look great and the music is a lot of fun! :)
#844
Yeah, good idea. Keep the snake head too, of course. :)
#845
Cool! However in the end of the animation I think the snake should be there still, because it's part of the logo and the cool concept of a snake being the first letter of 'Serpent'. So maybe the screen flashes for a sec with the snake turning into an S and then back to a snake, then the letters appear. Not sure how it'll look though..
The snake slithering is a great idea! :)
#846
Nice! I love your backgrounds!
The only thing odd about the characters is the hands, but I've seen them 9the characters that is) in the critic's lounge before and it fits in despite that imo.
Great art!
Can you tell us a rough story? what type of game is it?
#847
I liked miez's idea, StareWare, the most, it sounds like "Shareware" but it's... Stareware! :D :P

Anyway, about the logo itself, I like it except for one thing, what're the yellow bits?

Hmm, another nice idea is SoftEye which Czar suggested, and BOYD'd VisionWare is nice too.

EyeTertaiment?
#848
Critics' Lounge / Re:Dog
Fri 01/08/2003 20:02:44
Cute!
I think what makes it look odd in the animation is it's form, it's too round, as if you're looking through the dog's belly and seeing the round part, which is really behind his belly. Maybe hiding the round part of it behind will work, though it might make it worse.

edit:

A small (and probably not very good) attemp to edit, I think it looked much better before:






I don't think it did any good. I don't have a gif animation program so I could edit the whole animation. Anyway, the leg isn't really that important, I just felt like trying something, hope you don't mind :).
#849
ooh, looks great!

The problm is that especcially when the snake and the letters are a different color, it's hard to distinguish the fact that the snake is an S, even as obvious as it is logically. But of course drawing a white S on the snake is a bad idea. If te letters were green too it might be better but it might make it look worse or too boringwith only black and green shades...

The concept idea is great though!
#850
I don't believe this, my previous message is too long, I can't put all this in it too. :P
I guess I ought to slow down a bit, but I have a lot on my mind hehe.

Quote from: Hobbes on Fri 01/08/2003 17:04:32I, too, prefer characters who are clearly defined. The paragraph (summarised) said something like: The more defined the character is, the more the player can identify with the character. Furthermore, the different the character is from the player, the more the player can identify with it.

Looking at what has been written above, this seems to hold true. I've yet to come across an interesting game about a regular Joe doing regular stuff all day. Wouldn't be able to find myself in that person.

Now, Indiana Jones... yeah, I can identify with him, even though there are hardly any similarities between him and me (we're both male, that's about it).

So, as a conclusion, it could be said that to build a good story (and because of that, a good game) your characters should be unique, and clearly defined.

Hmm, interesting, what's the book called?

When I think about, playing someone exactly or even almost exactly like me would probably be boring or at least not as interesting as a unique and special character with special attributes. God, I just implied that I'm boring! :P
Actually I think it's because maybe we have a need to escape from your world (which was obvious before aswell) but also from our personality, because it's tied with our life and our world. Playing the regular Joe doing normal stuff is boring IMO, no doubt, but if the regular Joe is caught in an unusual adventure, then it becomes interesting, and if there is character development and change during the game (another issue dealing with emotion) then it becomes even more interesting and even emotional.
So after all, playing a character based on yourself or very much like yourself isn't boring, because we're not really regular Joe's completely, we have strong personalities and different attributes and histories. However playing a game where you live out a life of regular, routine tasks etc, isn't interesting in my opinion.

And yes, a defined and unique character is very important in creating a reson for the player to identify with him, and the mosr defined and the more interesting and un-generic, the more identification. :)

Quote from: Hobbes on Fri 01/08/2003 17:04:32I, too, prefer characters who are clearly defined. The paragraph (summarised) said something like: The more defined the character is, the more the player can identify with the character. Furthermore, the different the character is from the player, the more the player can identify with it.

Looking at what has been written above, this seems to hold true. I've yet to come across an interesting game about a regular Joe doing regular stuff all day. Wouldn't be able to find myself in that person.

Now, Indiana Jones... yeah, I can identify with him, even though there are hardly any similarities between him and me (we're both male, that's about it).

So, as a conclusion, it could be said that to build a good story (and because of that, a good game) your characters should be unique, and clearly defined.

Hmm, interesting, what's the book called?

When I think about, playing someone exactly or even almost exactly like me would probably be boring or at least not as interesting as a unique and special character with special attributes. God, I just implied that I'm boring! :P
Actually I think it's because maybe we have a need to escape from your world (which was obvious before aswell) but also from our personality, because it's tied with our life and our world. Playing the regular Joe doing normal stuff is boring IMO, no doubt, but if the regular Joe is caught in an unusual adventure, then it becomes interesting, and if there is character development and change during the game (another issue dealing with emotion) then it becomes even more interesting and even emotional.
So after all, playing a character based on yourself or very much like yourself isn't boring, because we're not really regular Joe's completely, we have strong personalities and different attributes and histories. However playing a game where you live out a life of regular, routine tasks etc, isn't interesting in my opinion.

And yes, a defined and unique character is very important in creating a reson for the player to identify with him, and the mosr defined and the more interesting and un-generic, the more identification. :)
#851
Quote from: DGMacphee on Thu 31/07/2003 08:39:23
Another thing about the Grim Fandango ending:

I felt sad because Manny was leaving me!

I enjoyed the great adventure with him that when the game reached the end, I thought "Man, that was such a great adventure that I wish it could keep going. But Manny has to go now. He's reached the end and deserved his peace. He's found eternal rest and I have to get on with my dull life now."

It's when you, as the player, have to wave goodbye to all your favourite characters that the game becomes emotionally successful.

I agree completely as I said in post, leaving all those characters is sad, not to mention the feeling of "it's over, the adventure is finished".
That's part of the reason I would like a sequel to it, despite it being a perfect single masterpiece. I keep wishing the story would continue! Of course, unless they plan to invent what's it like in the 9th underworld, and unless they plan to have Manny and Meche not be able to get into the land of the dead for some reason, then they'll have to use different characters, and a GF sequel without Manny is somewhat not the same.

Las Naranjas - I haven't played Simon the sorcerer so I don't know what the intention was, I was just pondering about what I read the article. I was talking about the fact that despite not very good writing there is emotion, however the player and the protagonist are seperate in this emotion, as far as I understand, Simon doesn't feel guilt, but the player does, and in my opinion it's because of the Swamplin's character. Of course, in a different media with no interactivity, I wouldn't be the one leaving the Swamplin, thus I wouldn't feel guilt, and though I might feel a little pity (once again I haven't played the game so I can't know for sure, it depends on the Swamplin's character), but mainly I think I'd find the situation amusing. So yes, in a different type of media this emotion will not exist, since the Uber Protagonist doesn't exist. When you and the protagonist are joint in your actions, because you're the one "directing" his actions, then you feel as if you are the one actually doing it.
So, basically, I agree. Btw, I just realised it's your article, right? Well done in that case :).

I don't know if this is true in Simon's case, but it might be that in cuscenes you do feel connected to the protagonist's actions, even if they are pre-defined. This might be possible only when the protagonist is well written and you feel connected to him during the game, making this feeling transfer to the cutscenee as you said, but I'm wondering wether it exists with a character like Simon. :)

Gilbot, trap, Ghormak -  I haven't played Pleughberg yet unfortunately (despite hearing lots about it), so I can't say anything about it.

GarageGothic - Such options being rejected by the player character when the playe wanted to choose them can be an interesting tool to strengthen the character, but can also pose a problem which could increase the distace between player and protagonist.
In the fictuous example, it may indeed cause a problem if the player is the type of person to choose that option, but it may also strengthen the character's personality. You could of course remove the option to say such a thing, but that may not be a good idea. As long as the character refuses to say it then it won't damage his image, on the contrary, but it might make a very brave macho player (no offence to anyone hehe) feel distant from the character. Then again, maybe not, or maybe he was already distant.
about your example from your game, I don't see much of a problem, since it's excuses, but it was unclear to me why the example limited the player. The only matter wa that the male sidekick found a good counter-reason each time. It's a humourous situation if the protagonist isn't gay, an if she is it might be interesting emotionally, if it's something that's hard for her to admit. I don't think it would affect the player/protagonist relationship. It might affect the protagonist of her relation with her male sidekick though. So yes, it is a good storytelling tool.

I'm interested in the example you thought of from MI, care to share it? ;)

"Somebody mentioned the single ending of Syberia, and I agree, it would have been nice if the player actually made the choice for Kate. But seeing how much Kate had changed during the game, there really was no option for the character, she has nothing to return to."

Yes, and as I pointed out earlier, even if it would have been nice, it would be unnatural for the character. That's why non-libearity in my opinion, shouldn't be allowed, or should be restricted, where one of the choices is unnatural for the character or the story. :)

Quote from: DGMacphee on Thu 31/07/2003 12:01:06Do you prefer games where the main character has a seperate personality from the player (Grim Fandango, Monkey Island) or do you prefer the main character to have no personality and thus allows you to inflect your own personality within the game (Myst)?

I prefer the first option -- I like to play along with other characters.

It's like "Indy and I are a team! We're going to find Atlantis together!" or "Manny and I are sure going to smash that DOD corruption ring for good!"

I agree, I don't like the second option because the characters are one of the most important things in a game IMO, and just using your personality as a guidline isn't as interesting. I think games let us get away into a different world for a while, and when someone says, "No, I can't do that, Kyle[or another random name of the main character] wouldn't do that", then it's a sign that  the character feels at one with the protagonist, as you said, "Indy and I are a team" and so on with another character though. However, so you when you describe your actions in the game, say "Manny did this" "I did this" or "We [Manny and I] did this" ?

Another thing I thought of is this: Do you think if there is such a situation where the player and the character are different in personality, and the character is very well written, will the character affect the player somehow? Is it possible the character will alter the player's personality just a bit, or possible set an example for the player in real life? (this also has connection with the question of wether kids are afected by the violence in games, i.e. a change to the worse, but in my question I'm more interested in a change for the better or just somewhat different).

Quote from: Barcik on Thu 31/07/2003 13:09:22DG - I'd prefer to play a main character with it's own personality, at least in an adventure game. The reason is because I see the adventure game more as a story than other genres. Also, games where you can inflect your own personality on the main character are usually flawed. However, when I play an RPG I prefer the second option, due to the many possibilites, and the ability to play the game whatever way I like.

And a bit about stereotypes: They are not always that bad. Sometimes, a player can feel an emotion about a sterotype. Take Wally from Monkey Island 2 for example. He was a quite regular nerdy chap, yet I felt bad having to take his monocle. Why? Because the implementation of the sterotype was done well - he was a regular nerdy chap, but LEC actually managed to make him plainly ridicilous and pitiful, unlike most other cases of such characters.

About the games where you inflict your own personality being ussually flawed, I agree.
About stereotypes - ditto, I agree, stereotypes can be fun, but the main character, in order to have a complex personality, shouln't be entirely a stereotype. Other characters definetly can be, it all depends on implementation, such as your example of Wally. Stereoypes can be well written too. :)

Quote from: Migs on Fri 01/08/2003 01:12:12I've enjoyed all this talk on Grim Fandango.  I'm glad to know I'm not the only one who finds it so powerful and moving.  It has to be the best game LucasArts made before they started pumping out all this Star Wars drivel.

Another GF fan! Great :). Is Star wars as good or better than GF in your opinion though? (I haven't played any so I'm wondering).
And yes, GF is definetly very moving and emotional. :)
#852
Critics' Lounge / Re:Classic room - C&C
Fri 01/08/2003 18:04:48
Same about the fireplace.
Otherwise, fantastic! I love the gentle lighting around the candles on the wall, and the colouring in general is very good, very subtle so it doesn't hurt the eye, and very interesting and unusual at the same time. Do you live in this place? cause it has an old-fashioned slightly victorian look, plus the chandelier.. If you do, it must be fun, and if not, then where did you take the photo?

The ceiling's color is different from the rest of the image and it looks a bit transparent at times. Maybe add more darkness to it and more distinguished lighting around where the chandelier is?

Am I imagining things or is something moving in that picture on the wall? It looks great btw, with the tree and everything, they really fit into the room. I'm guessing you drew them too, even though they resemble a photograph in some ways.

Fantastic! :)
#853
I like it!

Hmm, if you saved as jpg then if you change the compression it doesn't change the pic? too bad.
in that case use this as a guideline and redraw.
I like the leaves in the foreground very much. What does bother me is that some of the elements of the pic have outlines darker than the color, and some have lighter outlines. For example the palm tree trunk and the orangeish bush and the fence in the house (also the stairs I think, though it's less noticable). Is this because you saved as jpg?

Anyway, this picture is in a more blurry style than the other, again, might be cause of the jpg compression.
The colouring is much gentler and more desaturated than your first beach image, but it fits very well with plasticman's edited image. I like this style of coloring. A strange thing, in the background there seem to be bits which look like a photograph. Did you use a photo and draw over it (which is fine of course, just fill those parts with black like you did with the house, or instead with more bushes/trees/sky. :)
#854
Critics' Lounge / Re:Dog
Fri 01/08/2003 17:45:26
Nice dog and animation! As others said, more shading and the paw looks odd. It looks great though! Talking animation? ;)
#855
Critics' Lounge / Re:Game idea (web adventure)
Fri 01/08/2003 17:40:53
Hmm, I haven't heard of it. I'd try if I had the link..
#856
Critics' Lounge / Re:Game idea (web adventure)
Thu 31/07/2003 14:48:50
Good ideas Eggie and Slamgrinder!
I plan to start small with it so I'll begin with making a website about umm, well I need to think of a topic heh.

I'll try making it like internet explorer. I prefer normal inventory though (perhaps like a different program) because in a drop down menu it won't be very comfortable to look at objects and have icons.

Nasty Freak- lol ;).
#857
Wow, Dunezone that is stunning! Cool idea and great drawing,the shading especcially. How do you do it???
#858
Loks cool, the portal itself if great! The mountains are a bit blurry compared to the sharpness of the door. Lovely sky. :)
#859
General Discussion / Re:Occupation
Thu 31/07/2003 05:36:34
jason, sounds like we have a very similar goal hehe.
Though I'm only in 8th grade (:o is there anyone younger here? :P), my ambition is to make games, that is programming (since my art sucks bigtime) and later on, either in my own comapny or in an already existing one, actually designing the game and all.
Someday when I'm making games I'll post here and sometimes give out little vague hints, and I'll do an exclusive interview for Adventure Gamers, muhahahahahaha!!!!!  :D ;D

Anyway, I was hoping to maybe design websites for people from time to time for pay, of course, not many people (in Israel especcially) want to have a website, except for major companies which are out of my league cause I don't know that much really, just HTML and a little bit of Javascript.
Anyway I'm in no rush hehe, I'm only 143. :)

edit: What an interesting typo ;). I meant 14 of course :P.
#860
Completed Game Announcements / Re:Apprentice!
Thu 31/07/2003 04:51:19
Sounds fascinating! Technically I don't like detective games as much as other genres, unless they are original.
In any case, yes, definetly start a thread, and I can't wait for more info! Sounds fantastic! :)
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