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Messages - Krynge

#21
It's been bugging me for a while this one...

I can understand the difference between a short game and a long one, but what discriminates a medium length game from a full length one? I mean just because a game is of medium length does it mean it isn't FULL LENGTH?? For example, FLASHBAX is under the full-length category in the games section, but when compared to the likes of KQ2VGA for example, it seems tiny in terms or play hours. Can you see where I'm going here..?

I know it would probably be a real pain in the AR5E to do, but would it be possible to outline each game or at least each category by the number of screens playable (excluding intros/outros and cutscenes) or perhaps average gameplay time (in hours)? And while I'm at it, would anyone actually be BOTHERED doing this? I only ask because I think that it would improve the AGS 'experience' for people who are new to the community (and maybe even the veterans).
#22
I'd go with Darth B (1st pref) or Darth A (2nd pref) because I think to new users, a page with a simple layout would be most appealing.   Klaus' work is defenitely the most professional looking design, but I think it looks too much like a commercial site, (MSN style etc.), and may be a little off-putting to the new user. Also the photo-style graphics don't really correspond with the style most AGSers make their games with (ie. hand coloured/MSpainted graphics are usually implemented for a cartoony style).

Anyone catch my drift??
#23
more of a tune I'm listening to:
Maktone's Class 11.mod

www.maktone.tk

under mod's..

pure bliss!

And some of you might recognise the tune...

(Now where have I heard this before...?)
#24
Turn your speakers up for this one..

I fell off my chair laughing when I saw this,

http://www.ebaumsworld.com/abc.shtml

Note: you should judge for yourself whether you would actually show this to a kindergarten student to teach them the alphabet..

What do you think???
#25
To Joker:

Yes we have quite a large community here on AGS - pretty cool people too!

I actually found the link to your trailer / game on the crowsnest awards site under the AGI category.  

http://trumgottist.com/crowsnest/

Once again I must say the whole production rocks!

And just out of curiousity, how did you find your way to this thread???
#26
General Discussion / Re:Music & related Videos
Thu 12/02/2004 12:18:14
Here's one most of you will like -

Pearl Jam - Do the Evolution / Evolution (not sure what it's called)

doesn't completely follow the lyrics, but an amazing film clip all the same.

For those who own the rights to the clip or have legal possession I urge you DOWNLOAD THE CLIP FROM A FILE-SHARING PROGRAM ASAP!

For those who don't - you'll just have to wait until is screens on MTV...
#27
Ok people I don't usually condone spamming or shameless advertising, but this is a production worth watching! It's a trailer for a game called Enclosure made with AGI, and this movie is pretty cool.

The link is: http://home.deds.nl/~femo/premiere.htm

I hope the author/s don't mind for linking to this site, since it (hopefully) only promotes positive actions ie - awareness of the game... blah...blah...

The original site for the project, and others like it is: http://home.deds.nl/~femo/

Also when watching the movie, try to keep in mind that it is AGI, and is slightly more complicated than AGS (scripting/graphics wise)
#28
As a Gamecube owner, I bought myself the Resident Evil Remake and I can give you a few pointers, because this game is downright disturbing.

Images of human flesh or 'raw meat' scattered throughout dimly lit places is a good start, with added flies or cockroaches crawling around. Rancid images just add to an unpleasant atmosphere, and create a scene where the character is uncomfortable.

Also suggested imagery plays an important part in the 'scary' experience. For example, human teeth and small locks of hair laying on a table next to pair of bloodstained pliers does wonders for the human imagination, bringing along such questions as "What the hell happened here?"

Also the entire RE series seems to do this quite well, ie making you jump. For example after completing a certain puzzle like finding the last key in a section of the game, the player would casually walk back to the door to advance to another part of the land or whatever. But on his/her way back, a window could shatter with a bunch of mutated Dobermans heading to maul the player.

#29
Pardon my ignorance, but there is one thing I don't understand about the latest LOTR Movie: Why the HELL does Frodo leave middle earth in the ending???

Friends have told me that he died in the first movie and was brought back to life after the shadow/witch king stabbed him, but I am not satisfied with that answer. Is this correct / incorrect?? Please 'enlighten' me!!
#30
General Discussion / Re:It's hip to be square
Tue 25/11/2003 03:50:40
yeh I got a gamecube, some good titles to get include:

Resident Evil Remake
Resident Evil 0
Mortal Kombat: Deadly Alliance
Super Mario Sunshine
#31
General Discussion / Re:Hard Drive?
Sun 23/11/2003 12:15:54
Just put in a new a brand new Seagate Barracuda 120GB, because my old 20GB one just died (started sounding like a power drill in last few days). Had no problems, still running ME, but used the 'old school' dos FDISK/FORMAT commands to install it.
#32
well well well.. it seems that Sq3 is the collective favourite!! - Amazing, and I thought I was the only one thought so...

It was actually the first space quest games I played ! I remember recieving it when I was in year 1 or 2 at primary school, it came in a 'Sierra 3' pack which had Space Quest 3, Police Quest 3 and King's Quest 3.

I remember to struggle of kq3 as well, uurrrrggghh now THAT was a hard game.
#33
That's right - it's a statement!!! I just played space quest 5, and only now did I realise why that game is unique compared with the rest of the series. (Not distinctly, but it's noticable) What makes this game so playable is the number of action-based puzzles that seem to occurr one after another. Like one great exmaple is when you are first taking the test, you have to click the eye icon on your neighbour's test paper in time whilst avoiding the cheating droid. I mean, a lot of us here don't like stupid timed puzzles, but this one is set-up perfectly!!!

Just one more example is the 'Dodge-my-death-loogies" puzzle, (sick but fun!) and then battle ships. I'm telling you, if you haven't played this game, DO SO NOW!!! If you have PLAY IT AGAIN!!! Since the chances of finding this title in your local EB are dismal, here are some words to start your internet treasure hun: "sq5, abandonware, download, space quest 5, free, kazaa, software".

So let us see if you agree... Enjoy!
#34
? I've never seen anything like this before!!! a 500k file inflates into over 120mb, and the worlds look awesome!!! How is this done without solids (polys I mean)???
#35
yeah I was keen to test your game, but looks like Angelfire busted ya...!
#36
Well there's no point in rehashing EVERYTHING the others have already mentioned, so I'll try my best to avoid doing so...

 Firstly in terms of gameplay, Sierra titles (in general) were more challenging than LA, but on a more 'technical' basis. For example, in games like the KQ series, the old-school KQ3, and the newer KQ5, you had to guide the character around ledges or cliffs by clicking the mouse to EXACTLY where you wanted the character to go. If you didn't, Gwydion of K. Graham (Sierra) would tumble down a cliff face. Whereas Guybrush (LA), would simply walk to most locations with the click of a single mouse key.
 The second example is the hotspot. LA games revolved around clicking the 'Verb Coin' or action bar combined a little cursor which would a display a descrition of a particular item/character/object on the screen, as the player 'scanned' across the screen. By use of this description, players had an eaiser task of accomplishing objectives in comparison with Sierra titles. This is because in Sierra titles (I'm now referring to the later SCI titles (PQ3, SQ4 etc,) not the older SCI or AGI titles (LSL1, QFG2)) you had to select an icon for the top menu and click on the object you saw on screen. For example, you would have to LOOK at a perculiar object to find out what it was, and then interact with it, without getting a description of it first.
 One more thing in regards to technical gameplay was the use of saving/loading games in Sierra titles. This referred to more of the older AGI titles like LSL1 and KQ3 where you had to save/ load to win in blackjack or the slots if you ran out of money (LSL) and make sure you got the spell components written in the parser EXACTLY as they were in the manual (KQ3).

(By the way, I don't think this description was inaccurate, but remember this is coming from a dedicated Sierra fan BECAUSE THEY WIN THE GAMES BATTLE HANDS DOWN!! But for any LA fans who think I may have written something untrue or misleading, feel free to correct - K)
#37
General Discussion / Re: Cars
Mon 15/09/2003 03:06:59
I got a sexy '95 Nissan Pulsar..

#38
General Discussion / Re:Kings Quest on NES
Sat 13/09/2003 10:47:45
haha this is ridiculous!! What a joke - this was probably the poorest port I've ever seen.. Especially for an adventure game! I wonder if anyone actually ever finished it - I mean the game was hard enough to finish on the computer, let alone dodgy graphics.. By far Sierra's biggest mistake.

#39
Ok now it's just interested me as to why I see so many artwork/music/animation samples in the critic's lounge, and even preview or demo games released, but so many just never get completed...?

Do people give up because of lack of dedication or time, or both?

#40
General Discussion / Re:How do you MIDI?
Sat 13/09/2003 07:41:15
Yeah same..

In THEORY you could type the name 'Cakewalk' into Kazaa search bar, and download a 70+ meg program called Cakewalk Home Studio, but it's quite possible that this act would breach any number of given copyright laws, and thus I, and everyone else using these forums would not recommend such an act. . . .

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