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Messages - Ilyich

#101
I'm with Andail on this one, although that has much to do with the fact that I somewhat dislike the fact that most adventurers seem to suffer from acute case of kleptomania. I mean, sure, it's a genre convention and all, and it's completely fine(even charming) for LucasArts and Sierra style comedies, but if your game is supposed to be more realistic and serious in tone - that's where it starts to get quite problematic. It's not only the question of player's comfort and how does the puzzle work better, it's also about the immersion and boundaries of an in-game logic. After all, is it the player who tries to pick everything up, or is it the main character? And if it's the latter - what's wrong with this person? :)

To be fair, this is true for the whole "inventory puzzles" system, not only for the "picking-up everything that's not nailed-down, and if it is - use the crowbar to unnail it first and then pick it up" aspect of it. Blackwell games(and Gemini Rue with Resonance to a slightly lesser extent) are very good at avoiding those, while still remaining point-n-click adventures at heart, so I guess it's a problem that can be avoided altogether with a good design, but it's still very much a matter of context.

It also depends on the interface, of course - if you have a "Pick up" verb it would be quite strange not to let the player pick it up, but if it's a two-click interface - it gets  a bit weird.

The main decisive factor here should be, in my opinion, the weirdness-of-the-action-to-be-performed to weirdness-of-the-game ratio. For example - picking up a random rock can only be considered slightly peculiar(4/10 weirdness) and wouldn't raise eyebrows even in a moderately serious game(3/10 weirdness). 1.33(3) is a pretty decent WOTATBP-to-WOTG rating in my book. On the other hand, tearing apart a whale carcass with your bare hands for no apparent reason, but finding a golden ring inside is a tad more disturbing(9/10 weirdness), and might be considered strange without the prior knowledge of the golden ring's location (if you know it's there, though, it's a completely sensible thing to do ;D), and wouldn't fly even in a slightly sillier game (5/10). My rating system could use some work, yes. ;D
#102
The Rumpus Room / Re: Happy Birthday Thread!
Thu 14/03/2013 15:40:59
Happy birthday, VinceTwelve, best wishes! I imagine your birthday bucket full of AGS Awards should arrive shortly! :P

And a belated happy birthday to miguel, hope you had a great birthday and will have a great year! :)
#103
Hints & Tips / Re: Patchwork
Sat 09/03/2013 04:36:53
That's correct behaviour, I think (I really should remember my own game better :D). It's just the way it's made - there are no "wrong" interactions in this game, so when you're trying to use an object on something you're not supposed to be using it on - nothing happens (and if it's the right interaction the object-cursor would become highlighted, so you can always tell what you can and can't do). So, you are only able to combine the items that are meant to be combined and share them between the characters only if they are meant to be shared (and I think there is only 1 sharable object in the game, and even that one is optional). Sorry if it's a bit confusing, it was done this way to cut down on the "Can't do that" responses and to streamline the gameplay. :)
#104
It would be stating the obvious to say that the art design is utterly splendid, but it so is! Beautiful, detailed, unique. And I like how it retains many of the cool visual quirks of the first game, while seriously improving upon every aspect. It would be wrong not to charge people for a game that looks like that. :) Best of luck with the game and it's forthcoming money-grabbing campaign, looking forward to both! :D
#105
Hints & Tips / Re: Patchwork
Sat 02/03/2013 13:49:38
rose_G,
Spoiler
To power the generator you'll have to find some fuel. It's pretty easy to guess where you can find it if you've seen the right location in it's fully lit form. Acid fruit and the stem are a part of the same puzzle.
[close]

And here's a direct walkthrough for this bit:
Spoiler
There's a car in the cave to the north of the bridge(the cave should be lit with a fire spirit for you to see it). If you open the hood you'll find a gas tank there, but it's rusted shut. Use fruit to remove the rust, find a canister inside the car and fill it with fuel by using the stem as a hose.
[close]
#106
Hints & Tips / Re: Patchwork
Sat 02/03/2013 12:23:57
hillaryj,
Spoiler
Hm, I'm actually not quite sure what the problem is - if the crocman has the glasses it should mean that the lightning rod is already installed(and it should be visible as an extension on the top of the stop sign near the lab/hut). Have you also powered the generator and checked the computer for errors?
[close]
#107
Well, to be fair, the budgets for the documentary and the game are supposed to be separate, and filming of the development was an important part of the original pitch. And the game itself wasn't supposed to be that big a deal - just a short lovely exercise in nostalgia. Obviously, getting all that sweet cash changed the situation quite drastically, and we can't really be too upset about the fact that they've decided to spend all the money on the game instead of writing off everything above 400K as profit. They've been overbudget many times before, so I'm sure they'll manage somehow. :)
#108
Lots of great entries this time round - difficult to choose from, but lovely to look at. :)

Selmiak - excellent stylish palette and lovely quirky design. And I love the idea of having silhouetted characters on this background.
Creamy - the composition is on the simple side, but it's well balanced, and there are some really lovely colour combinations here. I like how the lone column immediately suggests Mediterranean, giving the background a much more particular focus.
Sane Co: Although not too impressive technically, it definitely has something going for it. There's a very nice melancholic feel to it, and I think it would work surprisingly well as a background, despite being a black and white pencil drawing (it's what makes it interesting, really).
Snarky: I really like the surreal feel of this waterscape. The water is rendered especially interestingly, with a nice impressionistic brushwork and a peculiar organic emerald colour. I think the cliffs could've used a stronger pass of reflected light to make this background really shine, but it's a very solid and interesting effort nonetheless. Also, I feel that the example picture of water reflection at 100% opacity looks like a Derain or Van Gogh painting and could've brought out the surreal quality of the piece even more, although I understand that it might confuse things quite a bit.
Anian: I wanted to compliment the excellent construction of the shape of the boat at such a tricky angle, and although the fact that it's based on a 3d model makes it slightly less impressive, it doesn't change the fact that it looks pretty darn great. A fine example of admirable use of various tools we have at our disposal in this day and age. :) The composition and colour choices are equally impressive.
Waheela: Very pretty, very romantic and very retro! :) A truly excellent and very pleasant background all round.

My votes:
Idea: Snarky
Atmosphere: Waheela
Design: Selmiak
Composition: Anian
Functionality: Anian
Technique: Waheela

What a fine Blitz this turned out to be, great job, everyone!
#109
AGS Games in Production / Re: A Golden Wake
Mon 25/02/2013 17:12:50
Looking great! I really like that it seems to be a proper period piece, and not just your usual stereotypical "gangster era" thing. And I love that there's so many NPCs on some of the screens - it instantly makes the game's world seem inhabited. Hopefully, they'll all have their individual rotoscoped animations as well. :) Definitely looking forward to it, good luck!
#110
Yay, officially announced! Great to see that there's a lot more city streets this time round, and I like how Rosa has an indoor and outdoor outfits. Looking good! :)
#111
Whoops, sorry about the delay, let's wrap this up!

First, my votes:
Idea - gameboy - exactly the kind of take on the topic that I was hoping for
Atmosphere - Kastchey - intense and really quite dangerous
Design - Kastchey - because pixels are flying around like crazy
Composition - gameboy - excellent, simple but precise composition with very nice sense of depth. Would've been absolutely perfect if not for one eye-shattering tangent where the sign touches the mountains. :)
Functionality - gameboy - what can I say - it's very functional :)
Technique - Kastchey

And after counting the votes the winner is... Gah! It's a tie! O-okay, let's count them by category then:
Idea: gameboy
Atmosphere: Kastchey
Design: Kastchey
Composition: gameboy
Functionality: Kastchey/NightHawk
Technique: Kastchey

And with this I declare Kastchey the winner of this Blitz! Congratulations and thanks again to everyone who participated!
#112
gameboy, that's lovely!

Okay, thanks to everyone who participated, it's VOTING time!

Idea: Was it an original/creative interpretation of the theme?
Atmosphere: Was an interesting world created? - Did the scene evoke a feeling?
Design: How well the individual elements are designed, from clouds to doorknobs.
Composition: How well the elements are combined to create a pleasing whole, and lead the viewer to the points of interest.
Functionality: How well it would work as a game background, with clearly defined entries and walkable areas, as well as a good viewing angle (this also includes introductionary shots of an area as long as a player character can be present in the scene).
Technique: How well it's rendered (within the chosen style!), in no way meaning the more elaborate the better.

The voting closes on February 7!
#113
NightHawk, thank you for your entry, it made me smile. :)

Kastchey, nice! Love the impressionistic roughness, as usual, and the intensity of this scene is quite something. A dangerous crossing indeed. :)

Just over a day left, people! I want, nay - demand to see some more entries! :P If anyone needs an extension - I'll be happy to oblige.
#114
This is a friendly reminder that there are only few days till the deadline. Now's your chance to win by default - don't miss it!  ;-D
#115
Quote from: bicilotti on Sun 20/01/2013 18:17:50
I am willing to make an exception to a bake sale's games (or other bundled stuff), as it's cumbersome to add a db entry for  game you can't even download a demo of, but Patchwork and Cosmos Quest will have to wait until next year.

Patchwork is bundled stuff (Summerbatch) that you couldn't have even downloaded a demo of, though, no? I made it freeware and added it to the DB as soon as I could without breaching my contractual obligations. :)

I am fine with whatever you guys decide, though, just pointing out that me adding the game too late was not in fact the result of blatant disrespect for AGS Awards' rules and it's organizers, and that I love each and every one of you. :)
#116
Completed Game Announcements / Re: Patchwork
Sat 19/01/2013 14:06:48
sthomannch, thanks! Sorry about the crash, I guess I'll have to fix that. :)

Shadow1000, yep, what selmiak said. :) Patchwork refers to the way the two worlds get intersected with each other in a patchwork-like manner. That's the official version. In actuality, it's named after a great song by Tindersticks. :)
#117
Dangerous Crossing
January 19 - February 1
This poster has very little to do with the topic of the blitz.
There is really no reason for me to put it up here.

There can be no adventure without bravely venturing where most won't dare venturing, and that usually involves crossing some dangerous crossings. Jungle canyon rope bridges, mostly, but it can be so many other things as well! The choices are virtually infinite!

The only thing you have to remember - making it AGS-compatible (which doesn't really limit you much, since you can make it scrollable). Oh, and also remember the deadline - it's February 1st. Good luck! :)
#118
Completed Game Announcements / Re: Patchwork
Fri 18/01/2013 09:35:10
Oldschool_Wolf, thanks! Surprisingly, you're not the first to mention Studio Ghibli, although I didn't have their style in mind at all when drawing Patchwork. I do love their work, though, and take it as a big compliment. :)

Shadow1000, glad you enjoyed it!

Anian, thank you.
Spoiler
Pixie dust is supposed to be wind essence, which is, as stated in the spellbook, a part of any magical wind creature. And pixie is one of those.
[close]
#119
Yay, thanks, everyone! It was nice to see so many lovely entries this time round, kudos to all the participants! I'll start a new blitz as soon as I come up with something. :)
#120
I think these are all quite nice, the first two being my favourites. And I like that it's relatively minimalistic - that's the best way for contemporary academic music.

The fonts could use some more work, though, I think. Things to consider - using CAPS for either the title or the composer; lighter shades of gray for miscalleneous things; more unusual fonts (but  only simplistic ones). Here are two examples of CD covers of similar genre that I think use fonts quite neatly:

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