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Messages - Mandle

#10601
Quote from: cat on Fri 02/05/2014 20:00:05
Maybe pick "Donald Dowell" from the same author instead?

I hope this promo will be up for the next selection candidate then:

Donald sat with glazed eyes. He was retired. He rocked in his chair. His wife shouted at him to paint the fence. He rocked. He read his favorite books over and over. His wife shouted at him to do something, anything. Donald rocked. And as he rocked a spark grew under the chair in which he sat. With every rock the spark found kindling in the recesses of his still youthful mind. That kindling grew into a fire which could not be stopped. Donald knew he had to go back to work! But not just any old menial work. The work he had dreamed of since he was a kid! Donald stood up from his rocker. And then at last: HE ROCKED! 
#10602
I was waving my arms around towards the end of the overture in the vid...

Already thought I was playing the actual game itself!

MAKE THIS HAPPEN!!!
#10603
General Discussion / Re: Emotional Games
Sun 11/05/2014 15:04:12
Completed!

Hope it helps...

My two "emotional responses" to adventure games were:

Instance #1:

Spoiler
When Ben Jordan's best friend gets his throat slashed...It was shocking!
[close]

Instance #2:

Spoiler
In "The Dig" when you choose to resurrect the girl after she told you not to and she suicides off the cliff...And then at the end slaps your face after coming back to life for real
[close]
#10604
MUAHAHAHAHAHA!!!

I just got to play all those new areas shown in the screenies...

AND THEY ROCK!!!

So....ummm yeah....THERE!!!

Yeah...

SO THERE! :P
#10605
Quote from: janosbiro on Sat 26/04/2014 00:43:40
By the way, have you noticed how suicide rates drop during war periods?

I guess it must feel kinda stupid thinking about killing yourself for free when someone else is putting good coin out of pocket to do it for you...

But also...

How's this for some different explanations for this data:

* There were not as many people around collecting said data on suicides at these times as they were off fighting in the war(s) or dodging bombs being dropped on their home cities...

* A lot of records were destroyed at these times by said bombs...

* A lot of the people who actually killed themselves were blown up by said bombs before their real cause of death had been noticed...

* There were so many people dying all over the place anyways that not many other people gave a tinker's cuss about people offing themselves...

All of these reasons (and I could come up with more) would result in a big dip in the statistical evidence without there actually having been one.

I still prefer my original reason at top of post though personally :)
#10606
Quote from: janosbiro on Fri 25/04/2014 07:12:53
What about the sustainability of the human bonds? We have very developed countries with growing rates of suicide and depression (EDIT: and divorce, and addiction).

Interesting point:

But are these rates of suicide and depression growing because current society is causing this trend, or are they "growing" because we are recognizing and recording them better and faster because more advanced technologies (and more advanced psychology studies) are allowing this?

Are human bonds really breaking down or are we just getting better at analyzing the frequency and reasons for such?

Or is it both at the same time?

Is it like every time there is a major earthquake people freak out because earthquakes are getting more frequent, or is it because earthquakes are getting more frequent because our ability to detect them is getting better due to technology?

Basically: Has this just been the normal human condition up until now and we were simply not good enough yet at detecting it, or is it something new that we are only just detecting now because we are good enough?

Or is it a bit of both?

My opinion is that the latter statement is the most likely:

Another analogy: "Do the waves shape the coastline or does the coastline shape the waves?"

Waves erode the coastline at exactly the same time the coastline shapes the waves that erode it.

To make a point then:

Suicide rates, depression, addiction (serial killers, mass murderers) etc. is increasing because we have gotten better at recording and reporting them whereas a lot went under the radar beforehand...

AND ALSO:

Suicide rates, depression, addiction (serial killers, mass murderers) etc. is increasing because we have gotten better at recording and publicizing them whereas a lot went under the radar beforehand...

My 2 bits
#10607
I'm imagining that with zombies roaming the map the snake leading back down is not always the worst option like it is in the Snakes and Ladders board game...

I play this classic board game often in classes with my students, including the "Incy-Wincy Spider" version and the "Tortoise and the Hare" version invented by myself, and love the game. I still have pretty much as much fun going for the number needed on the dice to hit the big ladder as my kids do...

So yeah...I can't wait to play it with zombies thrown into the mix to make it a strategic map puzzle!
#10608
Wait...Is this like a Microsoft software update kind of 97% where the last 3% takes longer than the 97% before it? (laugh)

Please say "no"!!!

I NEED TO PLAY THIS!!!
#10609
Quote from: ShinjinNakamura on Sun 20/04/2014 15:20:43
Quote from: Crimson Wizard on Sat 12/04/2014 17:17:20
That's not a good idea, you might get a lot of problems because of this, not just with "skip speech", and might end writing custom speech system.
What exactly was a problem with custom font?

Well basically Korean fonts have 2000+ characters (because each character is combined with others to form new characters e.g http://cl.ly/image/1b0r2g1M1q0C) so that's kind of impossible to bring down to 256 without losing a majority of necessary characters. :\

Yeah...I think using images is the only way in AGS to use Korean and also Japanese...

Well...

With Japanese the old-school method of putting everything in Hiragana/Katakana could work...But I doubt many Japanese players would appreciate this as it is difficult to read without the context of the Kanji characters needed to fully define the meaning of the text.

I don't know if there is a similar defined set of phonetic characters in Korean, but the same problem probably applies if there is.

So: Images of the text would be the work-around...But this is going to require a LOT of coding especially if dialogues are important in the game. I'd image you can still use the in-built Dialogue tool built into AGS, but that everything will have to be indented (to be recognized as code) to display the image-based text instead of just printing it out as a normal font.

Someone please correct me where I'm almost certainly wrong :-[
#10610
Quote from: Ghost on Sun 20/04/2014 00:58:56
Quote from: Hobo on Sat 19/04/2014 11:58:46
Kingdom of Ehcilc

!ereht did uoy tahw ees I
(laugh)

Hahaha nice catch! I also tried the backwards reading thing when I saw the title but failed at it :-[
#10611
Quote from: AnasAbdin on Wed 16/04/2014 06:40:29
it's my dreams translator into reality.

^^^THIS needs to be one of the quotes on the AGS start-up screen!!!
#10612
I'm fairly new to the community here: Discovered AGS during summer 2013 when I finally gave up on online browser-based games, realizing they were all con jobs in the end.

I've always loved games and creating them especially...Still have several of my creations on audio cassette tape for the TRS-80 and the Commodore 64 back at my mum's house, including a 2 player war-game version of Lord Of The Rings (man...I gotta check that one out, see if it still runs, and try to port it...It was sweet!)

Anyways...after online gaming finally died for me, I started thinking about what the most fun I'd ever had with games was and I realized that it was the old LucasArts adventure games, especially DOTT and Sam&Max. This got me to wondering if maybe the source code for those games had been made public by now and if I could maybe mess around with it to create my own games.

Some Google sessions later:

I found ScummVM and downloaded it, thinking it was an engine which gave access to programming in SCUMM. I was disappointed to find out that it was not, but found similar questions asked in the ScummVM site's forums: If you could create games via ScummVM.

In one post someone said something like: "No...you are probably looking for something more like AGS" with a link to this site. (For all I know it was one of you guys reading this right now (laugh) )

I came here, and have not looked back since!

So...this thread is about how AGS has helped you so here goes:

I realized I had kind of abandoned the fun of creating artistic projects after having a children's picture book called "Cow Story" published together with a great mate of mine, and it didn't exactly take the world by storm.

(Available HERE and HERE and many other places if you Google "Cow Story Ross Moffat" for example)

Anyways...shameless plug aside...I guess, long story short, I thought it was time to put the child in me away and start being an adult...

How wrong I was! All I was doing was wasting time playing pointless online games, dreaming of maybe one day creating my own (yeah yeah...I didn't do too well on the "putting the child away" thingy)...

Time to make a point I guess: AGS blew me away because I saw it didn't take a masters degree in computer science anymore to create something that I just wanted to.

I still have very little idea what I'm doing and THAT'S THE FUN OF IT!!!

Case in point: I just caught the 80's movie "The Philadelphia Experiment" on cable and, while watching the often inconsistent SFX scenes had an epiphany: Those guys doing the effects were just making it up as they went along...There was no precedent for most of what they were trying to get on film. They just messed around, brainstormed, and tweaked shit until it looked kinda like what the script said it should. (Same for any 80's movie really. Just using this one as an example)

And I thought: MAN! They must have had the most awesome fun time doing that!!!

These days anyone can make a seamless SFX movie given enough money. There are recognized procedures for pretty much whatever you want to get on the screen...You just check all the boxes, plug in the money, and it's done: HOW BORING for those guys these days! How they must envy the old-school SFX dudes who had to just make it all up as they went along...

That's what AGS is for me right now: I'm just making it up as I go along, like I had to do back in the '90's when I made the 3D graphics for Cow Story (there was no way to put HAIR on a 3D wolf back then...but I figured it out), and having a hell of a good time!

Anyways, to sum up: AGS has given me back the feeling of just wanting to make my own personal world/story, something I can look at with pride, and to the devil with anyone who doesn't feel the same.

P.S: It's also made me hyper-aware of anything slightly connected to adventure games: If you watch the old '80's Philadelphia Experiment: There is a scene just after the two sailors arrive in the "modern" world of 1984 where they are walking in silhouette across a desert in a long panoramic shot. I thought at that point: "WOW! What a great walk-cycle!"

The scene starts at 16:50 in THIS YouTube video.

Okay...done. Thanks if you read all this!   
#10613
Completed Game Announcements / Re: Mudlarks
Wed 16/04/2014 06:16:06
Downloaded and playing little by little whenever I get the chance...

Loving the game so far! As I'm also working on a game using photos of real-world locations it's very interesting to see how you dealt with similar issues that I'm facing on my own project...

Here's a bug I found:

Spoiler
After you finish playing the pinball game in the pub's game room the main character stays locked in the back-to-player view and glides around in that view until the next cut-scene game-controlled character animation, which then fixes the problem. There is no such problem after playing the piano so I suspect that whatever code you used there will fix this issue.
[close]

Sorry if this has already been reported in the thread above...I was scared to read it for fear of unintentional spoilers...
#10614
Quote from: Krazy on Sat 12/04/2014 16:40:46
My original idea with this game was to make something Australians would find reprehensible

Well....that and (I'm sure) also:

Spoiler
To make the well known point that there's no problem big enough that beer can't fix it ;)
[close]

Oh and cheers mate for responding to my "homesick" comment...Counting down the last 2 weeks before heading back to the land where women glow and men chunder...
#10615
Quote from: Armageddon on Mon 14/04/2014 12:29:37
Make a game you want to make, not one you think people will play. If you conform it will just be average and boring. ;)

^^^THIS!!!

He speaks the harsh truth!!!

If you make a game based on this poll then I can promise you that you will lose interest fast and it will never get completed...

If by some chance it does get completed then you will spend eternity answering the complaints of those who answered your poll, pointing out where you did not listen to them...

Writing an adventure game is like writing a novel: Stephen King does not ask his fans what kind of book they would like to read next...He writes it...And he writes it for himself: To escape into that rare brittle magical world of the imagination...

If it just happens to work out that the fans also enjoy it then great! If not...Then nothing is lost:

You had fun creating your own world as you envisaged it:

To the Devil with the rest!
#10616
General Discussion / Re: About length in games
Tue 15/04/2014 00:41:04
Quote from: Ghost on Sat 12/04/2014 03:43:44
You know, why read Lord of the Rings? Just read this: "World is saved by guy clutching a ring falling into a volcano." ;)

Blimey mate!!! Where's the spoilers alert?!

:P
#10617
Critics' Lounge / Re: Diner
Sun 13/04/2014 15:12:03
Quote from: jwalt on Sun 13/04/2014 02:15:33
Quote from: Mandle on Sun 13/04/2014 01:57:04
Looks nice!

One thing I did notice however is that the prices on the menu board are a bit high for the 1950s...

$1 in 1950s money is the equivalent of about $10 in 2014 currency. This means that some of the stuff of your menu board costs the equivalent of around $50 in today's money! (laugh)

Good eyesight, you have. I'm surprised you can see much of anything. I'm probably not as far off as you may think, all the prices list as ".$.xx." I need to find a font with the cent sign.  ;-)  I'll try to upload a view of the menu board, but it'll take a tick or two. I am concerned about the prices I listed. I was alive back then, but I didn't have to pay for anything. Appreciate the comment, and the 1/10 ratio on the currency, which is useful information! The intended time frame is somewhere between 1955 and 1960, or there abouts.

Edit: A jpeg shot of the Menu Board:



Ahhhh...HAHAHA sorry for that!!!

The $ signs looked like numbers in the original image to me...I saw threes, fours, fives, and even sixes...

The whole "Mars has canals" effect I'm thinking (laugh)
#10618
Completed Game Announcements / Re: Mudlarks
Sun 13/04/2014 13:53:56
This looks so very nice!

Gonna be checking this out ASAP!!!
#10619
Critics' Lounge / Re: Diner
Sun 13/04/2014 01:57:04
Looks nice!

One thing I did notice however is that the prices on the menu board are a bit high for the 1950s...

$1 in 1950s money is the equivalent of about $10 in 2014 currency. This means that some of the stuff of your menu board costs the equivalent of around $50 in today's money! (laugh)
#10620
No time right now...

But...

BOOKMARKED for when I have the time to appreciate fully!

Looks awesome!
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