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Messages - Hobbes

#301
AGS Games in Production / Re:Buccaneer II
Sat 13/09/2003 15:47:28
Ok, Foz, I've PM'ed you. If anyone else wants to make music for the game, just contact me, I'd say.

Oh, and I've spent the afternoon doodling away...



It's Richard's bedroom! Guess his addiction... ;)
#302
Quote from: Pumaman on Sat 13/09/2003 13:03:07
I"m not sure how feasible it woudl be to implement. But more importantly, as I only have a standard 2-speaker setup, I wouldn't be able to test it. Sorry.

Ok! :) No need to apologize, as you've already made the most-loved program on my computer.
#303
Most FPS's don't use it?

I beg to differ... almost all the new ones do. Mafia, UT2003, Unreal II, Enter The Matrix, etc. They all have support for 5.1/6.1 audio.

And how it could be useful? Well, it won't make a drastic alteration to the way we play our adventure games. But I think it would provide a far more immersive way of delivering your audio in an adventure game.
#304
I don't know how hard this is to implement, but as an Audigy 2 user with a 6.1 speaker set, I think this would be a pretty nifty feature.

Eax makes it possible to use positional 3d audio. Now, I don't know if AGS uses the DirectX routines that make this a possibility for it's Windows version, but... could this be done?

I would personally love to develop an adventure game that keeps the music to the rear channels and the ambient sounds to the Left and Right, and speech to the Center channel.

However, I don't know how much of a programming nightmare this might be?
#305
Competitions & Activities / Re:September MAGS
Sat 13/09/2003 09:51:06
Which would mean a very intriguing month!
#306
AGS Games in Production / Re:Buccaneer II
Fri 12/09/2003 17:02:18
I would love to have someone compose MIDI files for Buccaneer II... it's just something I haven't explored yet. But, if anyone is willing, send in something!
#307
AGS Games in Production / Re:Buccaneer II
Fri 12/09/2003 16:24:15
Darn, I thought: I'll hold this small competition!

Oh, well.

;)
#308
Mystery:
You're contracted by an anonymous person to rob the house. This person refers to him/herself by using a rather catchy nickname.
Later, near the end of the game, you learn who the contracter is. Possibly a family member of the old man who owns the mansion.

Or, possibly, you learn the truth from the old man and find that you're being used by this contractor.

Goal:
As you rob the house, you discover lots of weird things. This be demonic things, or just disturbing things (e.g. the money you stole is actually war-money or artifacts belonging to a minority group). So in a sense: Whatever you steal, it should lead to a morality conflict within the main character. He's bound to break his contract and "do the right thing". This gives the player an incredible chance to change the pace of the game and give it 2 fantastic ending!
#309
...which is actually quite logical.

I mean, why on earth would someone revive a thread almost a year old?

And then start an identical thread in the same forum?

Even when such a thread is also going on in the Gen Gen? (or was, not too long ago?)

Hmmm... am beginning to see Helm's point.
#310
As I'm currently planning out all the puzzles and challenges for Buccaneer II, I've been thinking about putting in several action sequences.

What do you people think of it? I personally loved all these little side-games in Fate of Atlantis (fighting, driving a car around, flying an air balloon, etc.). They provided a sense of adventure, of speed that the game otherwise would have lacked.

However, I disliked the ship-fighting sequences in Curse of Monkey Island. The only reason they were acceptable was because of the insult swordfighting that followed.

What I'm asking for here is your opinion. Do you like these sequences? Or, do you dislike them? What are you favourite? What are you least-liked?
#311
Competitions & Activities / Re:September MAGS
Thu 11/09/2003 19:00:57
Oh...


...wow...

...that looks awesome!
#312
Competitions & Activities / Re:September MAGS
Thu 11/09/2003 18:23:59
Trolls? Yup.

Read up on them here.
#313
Just import plenty of sprites until you see the sprites numbers counting normally again... then you know you're importing into unused slots.

That should make the game work, although you still need to fix your animations.
#314
Competitions & Activities / Re:September MAGS
Wed 10/09/2003 15:50:05
Glad to see so many people enjoy these rules!

So far we've seen some screenies from Minimi and Paranoia (I like 'em both!), and I was wondering... any more people busy with it? As we're only on the 10th day of September (hah, 20 days left!), I was wondering... who else is actively developing?
#315
In spite of repeating myself, I applaud GK1 in this regard. Give the player a piece of a phonebook, and let him figure the rest out for himself.

Or, give Gabriel his notebook, the voodoo-code, etc. These puzzles were very intriguing. You had the stuff you needed in your inventory, but you still had to put all the clues together yourself.

I never forgot the day I played Day of the Tentacle and saw Dr. Fred open the safe. There were numbers sailing past and in my haste I penned them all down. However, later I learned that DoTT remembered the code for itself. I was very pleased with this.

So, my point is, I guess: Keep the notes stuff and all that in the player's inventory, but design your puzzles in such a way that there is still lots of thinking required to make it "click". And keep it logical.


Secondly, on the topic of modern game-conversations. True, it's mostly a click-fest nowadays. Just exhaust your options and you're done. In Buccaneer I tried to do this a bit differently. The outcome of each conversation is still the same, but at 2 moment (the first, when Richard talks to Margareth once he's out of his office; and the second, when Richard lures Edward Fish outside), I had the conversations branched. This gave the player a choice in how Richard would react to the NPC's. True, the same information is brought across, but in my opinion it increases the involvement of the player.

I hope I made *some* sense here.
#316
AGS Games in Production / Re:Apprentice 2!
Tue 09/09/2003 20:32:22
And did I suck? :)
#317
Woooohooo!

Welcome back!

Remind me to check behind me for the Gen-Gen Gestapo from now on... ;)

(Just kidding... it's good to see you're back!)
#318
General Discussion / Re:FoA manual
Mon 08/09/2003 19:07:15
Found lots of LucasArts manuals there...

...but not FoA.

Ah, well. :)

Thanks people for searching with me!
#319
Will it be OK if I sell these fine leather jackets instead?
#320
Are you sure you downloaded & unpacked it properly?

I just downloaded the game myself to test this, and had it running without any problem.
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