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Messages - Gurok

#281
The Rumpus Room / Re: Name the Game
Mon 25/09/2017 19:50:50
I have this one on CD somewhere. It's called something like "Sherlock Holmes Consulting Detective".
#282
Goodness, has it been that long already?

Thank you, Anas, CaptainD, Stupot+, Stranga, DBoy, selmiak, Cassie, SilverSpook and ThreeOhFour.

Yes, SilverSpook, there are some rather pretty gentlemen at this university. Coincidence, I assure you.

Mandle, special thanks for the offer. I will reach out to you if I need anything.

I've finally managed to get some time off work. I'm going to try to post every couple of days for the next three weeks. We'll see how it goes. Throughout the early part of this year, I spent weekends knocking off things on my to do list. I'm really happy to report that all of the systems work is pretty much done and I'm ready to do some work on the more creative aspects of the game like writing, putting together scenes and interactions, that kind of thing.

After I got those portraits, I got Catpuncher to make up some variations so that Kate and Shelly can emote in the game. Here's a sample:

Kate happy:
[imgzoom]https://i.imgur.com/oj6r0uA.png[/imgzoom]

Shelly freaking out:
[imgzoom]https://i.imgur.com/2WmtB2v.png[/imgzoom]

That brings me to... The Great Sprite Import

I commissioned a whole heap of work on sprites this past year and it's only just recently that I've got usable final ones. I've spent most of the weekend importing new sprites, including walk and run animations for each of the girls. Here's what they look like in the game at the moment:

[imgzoom]https://i.imgur.com/b076u6g.png[/imgzoom]

And here's almost the entire cast:



Kate and Shelly are both completely imported. Fernando (bottom-right) is also imported, but I'm noticing old sprites I never got around to replacing and well, keeping track of everything I've got is a task in itself. I've decided the import might have to be an on-going process.

It's hard picking up a project I've been basically treading water on for the past few months. To get myself back into the swing of things, I did a "warmup", which basically consisted of putting in descriptions and interactions for the room you see above. It wasn't particularly complicated. There's a cool sequence with the entrance where you'll get told off by the other girl if you try to exit. Kate telling off Shelly is particularly funny because Shelly's silent through the whole thing, just skipping towards the gate in an apparent daydream.

Anyway, that's it for today.
#283
I am probably going to pick this up on itch.io and I don't buy games that often.
I love kung fu movies though, and I think you've knocked this out of the park.
#284
Those are some nice, smooth animations, Mr Underhill.
#285
I think the replies here are vastly overcomplicated. If you just want to have access to your project (saves) on two computers, you can save it to a USB stick. Alternatively, you could save it to a network share on a home NAS if you have one, or just share a directory on one of the computers. It's a good idea to keep a backup, and cloud storage is good for this, but if the question is "how do I work on a game on two computers", source control and working from a cloud share is overkill IMHO.
#286
I tested the 16x16 version out in Windows 10. It doesn't look bad to me:



Spoiler
Side note: I thought I was the only one left using Sunbird! (No, I will not use a plugin.) Also, is that FDFormat or something to the left?
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#287
Do you want something specifically from Space Quest I or the series?
If you're looking for the iconic entry in the series, that would probably be Space Quest III. The most thematically similar item I can think of is the orat on a stick you get from Fester on Phleebhut. It's evocative of the game, it has the same feel as the other objects you mentioned, but it isn't the result of an item combination. Not sure if that matters.

For Gabriel Knight, you could maybe do a cat hair moustache. That particular item has been fairly (infamously) prevalent in popular culture thanks to some essays about the puzzles. GK fans would also get it instantly, but it doesn't refer to GK1.

One series you haven't mentioned, Quest for Glory, has an on-going MacGuffin known as the Blackbird. Imitation blackbirds appear in each game (except the first). An imitation blackbird would be a great tribute to the series, but again, it isn't some weird item combination.
#288
The Rumpus Room / Re: *Guess the Movie Title*
Tue 12/09/2017 00:11:19
I'm sorry, guys. I honestly forgot about this. Ben X can take over ^^
#289
The Rumpus Room / Re: The 4 word story thread
Sat 09/09/2017 17:16:47
Wigglebottom was watering his
#290
The Rumpus Room / Re: *Guess the Movie Title*
Fri 08/09/2017 08:30:47
The Shawshank Redemption?
#291
The Rumpus Room / Re: What's your "Day Job"
Wed 06/09/2017 03:53:29
I'm a software developer. I work in Java and Javascript.
It's software as a service that graphic design studios use.
#292
The Rumpus Room / Re: The 4 word story thread
Tue 05/09/2017 13:28:24
actually Billy Connolly. He
#293
Slot #4: dog
#294
Following HanaIndiana's suggestions, #7 - nous
#295
The Rumpus Room / Re: Name the Game
Tue 05/09/2017 04:56:03
Quote from: Gilbert on Tue 05/09/2017 04:48:07
I remember playing this "game" a lot BiTD, having much fun in designing the car's body and fascinated by seeing the wind blown through it. That "map" screen was something that I recognised immediately, but I've only played the Apple ][ version.

Haha, no worries. Yeah, I played it a lot too, but the DOS version above. I think I just enjoyed making the worst possible boxy car designs.
#296
The Rumpus Room / Re: The 4 word story thread
Tue 05/09/2017 03:18:17
goat-load of money.
#297
The Rumpus Room / Re: Name the Game
Tue 05/09/2017 02:54:02
Yes, that's correct! I thought early 80s edutainment would be more obscure than that :D. Well done.
#298
The Rumpus Room / Re: Name the Game
Tue 05/09/2017 01:41:32
[imgzoom]http://i.imgur.com/5AtVSpn.png[/imgzoom]
#299
The Rumpus Room / Re: Name the Game
Mon 04/09/2017 15:41:50
Eternam
#300
10 Ways From Sunday
This game was very charming to me. I think the soundtrack and voice work contributed a lot to that, but it also had some very cute graphics in a consistent style. I enjoyed uncovering the new location and the fast-travel system was welcome. The writing was a great combination of a matter-of-fact tone with occasional comedy that didn't seem overdone. I also really liked the pacing. The plot point at commandment #5, I think was perfectly timed.

I was a bit torn over how to feel about the main character. I thought it was kinda tragic that she went that far to return to Timothy. On the other hand, I felt sorry for her victims and how she left the town. Some of the comedic moments were "hahaha" moments followed immediately by pity for her. A really strange ending that left me unsure about whether I did the right thing.

The Last Supper - A Whodunnit
Very impressive work getting Da Vinci to help with the art. I thought the rules here were a bit confusing. "Alibi doesn't hold up" was too vague. I wasn't sure whether I was supposed to find someone who saw soldiers without being seen by others or I was supposed to find a disciple who claimed to see soldiers the others didn't see. I also got a bit stuck deciphering the places/times inititally.

Anyway, I plugged away at the game, and it was actually rather good! I eventually solved it with a TextPad window open and my list of suspects, and place names + times for each person I was questioning. Pretty neat and a great use of the theme.

I didn't mind the questioning interface. I thought the way it was designed made it very clear who you were questioning.

P.S. As well as two Jameses, you could also have two Simons if you wanted.

Noah's Quest
Now this was great. It made me feel like I was playing a Bible epic. This has to be one of the most deeply solemn/melancholy Slasher games I think I've played. I got a good sense, from the outset, of how hard it was for Noah to leave behind his entire world for the ark.

I think the market stalls were a fantastic addition. I never got dead-ended by buying/selling things, but I also wasn't sure if that was an impossibility! As a result, I traded cautiously (mostly to avoid having to save/restore). The sheep was the hardest animal for me to gather. In the end, I bought the required item on a whim, with no idea that it was scented. It all worked out though, and I'm not sure whether it was my dumb luck or Slasher craftily designed it that way! I'd say that's the sign of a well-designed game, at least it was for my playthrough. Well done on a departure from your usual comedy style, Slasher.




And my (drum roll) vote goes to...

Spoiler
10 Ways From Sunday by HanaIndiana

This was the most polished game of the lot! Very playable, very entertaining and the voice work was on par with a professional production. Great job!
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