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Messages - Jimbob

#41
Pretty awesome. Kinda inspired me a little for where I want to go with the sync::routine universe... but not for a long while yet :P

More!
#42
Aw, I loved Nuit Blanche when I was over there a few years back. Congrats!

Any news on when a new version will be released here?
#43
Quote from: Dualnames on Thu 23/09/2010 16:10:56
Quote from: Jimbob on Thu 23/09/2010 12:21:10
Pawn h4?
or Pawn d4 I guess...

Kill the goddamn queeeeennn!! please!! Even in replay!!!

Dude, do that second move and look at the consequence. That black queen is going down.

EDIT: Apart from in a couple of cases, but then, its a free bishop.
#44
Pawn h4?
or Pawn d4 I guess...
#45
The real question is, which ending is canon?
#46
I was just thinking about this the other day. Awesome news that it's well on to getting another chapter...
#47
I love that book (Monte Cristo) and look forward to what you do with it. I've longed to write a game in the style of Dumas (which was pretty much episodic anyway) but I'm sure I'll get around to it someday.

I'll check this out first...
#48
It's going to be a tough road for White now methinks... although if I was playing, I have a cunning plan... :P
#49


Bit of an update. Got the first few rooms working in succession with just animations really to spice it up.
Thing is, I also want to spice up the chess puzzle a little bit so if anyone thinks they'd be a dab hand at designing a few chess layouts (I know what the puzzle needs to entail, but I want it to be a little bit more interesting than the one I've put in as a temp thing).

Also, if any musician is interested, PM me and I can talk about a few of the key tracks I'm looking for.

Also, c'mon! I need a better name! :)
#50
I'll be watching for the winners of this game...

I have to recruit someone to advise on the design of the chess arrangement in my new game that's about chess.

Chess!
#51


Quick update. A lot of detailing and tidying of the cave walls to be done but I think you get the idea. Got a few lights in place to make sense of the brightness of everything else. It's going to be a fairly light-hearted game so I'm not too concerned about trying to make a dungeon of a lab. I've also (on the left-hand side) started to integrate the floor as some part of the cave rock formation...

EDIT: Tried a more blue-y palette. Changed a lot of the colours just to see.
#52
Congrats! Awesome little game. Was hoping it would be a bit longer, but its always nice to be able to finish something in one sitting at a reasonable pace. Great cutscenes and visuals, all the little incidental animations make a hella difference in the presentation of the settings. Lovely stuff.

As everyone else has said, I'm looking forward to the next part!
#53
Awesome! Downloaded!
#54
I vote for Ji.. Oh wait.

ProgZmax!
I was torn between Progz and Sughly, but the rabbit couldn't quite sway it for me... it was close though... sooo cute!
#55
Hints & Tips / Re: sync::routine
Mon 16/08/2010 21:51:54
If you read the notes on the wall, you would've known it wouldn't be so simple :)
Besides, did you not get the other computer working?
#56
Sorry for not posting earlier... got a bit sidetracked...

I'm not keen on the pipe idea... it was more like a cave as other people have mentioned... so I think I'm going to try Khris' idea of splitting the background into walls, and try and make a coherent cave feel from that...
#57
General Discussion / Re: How to hire an artist
Fri 13/08/2010 14:49:34
I think the beef everyone has with it is that the article basically advises you to try and exploit people, not just negotiate.
True, if you are employing artists you have every right not to tell them everything about forecasts, and not pay money up front, and have a contract about late delivery etc... but he seems to actively target screwing particular people over.

It's the tone of the message really, the content works just as well for both parties concerned.
#58
The Rumpus Room / Re: How did you find AGS?
Fri 13/08/2010 10:36:31
I found out about it search for adventure games on Home of the Underdogs (RIP), and found the RON games.

Tried it, found I couldn't make a thing and forgot about it.

Then Bernie, who used to frequent the 'klik' scene (MMF and all that) as well, made a few adventure games in AGS, and I lurked about the forums a bit. Also, kept seeing it due to the Trilby games and the idea of being able to make a game like 1213 interested me.

Then I finally bit the bullet when AGS 3.x came out and found it was a lot nicer than the DOS days. Bingo!

Woo. Go AGS!  ;D
#59
Critics' Lounge / Underground Lab Background
Fri 13/08/2010 10:29:30
I'm usually very stubborn about asking for feedback, but I'm so stumped about how to take this background further that I'm posting it here, cos you guys are usually awesome.



My issue is I don't know how to deal with all that black space.
It's going to be a fairly simple one room 'fix the contraption' game, but the black back just irks me. So help guys! Because once I'm past that stumbling block, you could have a game in about a month!
#60
Puzzles are definitely key elements, but the best games are where they come hand in hand with the story. Like I said, maybe the plot involves having to get access to a place, and the puzzle can very easy be arranged to that goal: bribing the doorman, breaking the lock, hacking the password, making a ladder to the open window etc...

I think that if you are making puzzles first, and bolting story and plot on later, it is not an adventure, it is a puzzle game. Like Professor Layton. If you want to make an adventure the two need to come hand in hand. Whilst I do enjoy solving puzzles of any kind (and I loved Layton) it always irks me if the puzzle in hand bears little or no normal relation to the world that you have been interacting with. If you are making a sliding tile puzzle, make it like the one in Machinarium, tied to making an electrical current go from one side to the other, don't put it in merely as a means of delaying the player to carry on the story, because that's just dull, frustrating and bad game design. Layton worked because it didn't pretend that it was anything but a 'solving riddles' game, and the bits of story it fed you for finishing them were satisfying.

Anyhow, I should probably write an article or something... I've barely scratched the surface here... but I should really get back to work...
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