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Messages - ManicMatt

#701
Interesting, folks!

I think I made it strangely easier to not have to plan that much by making the game layout non-linear, whereas my previous game "Secrets" was totally linear and so I had to plan every room in advance. Although near the end, once again, a chunk of the game was cut out. There's a part where you go to a retirement home, the reception room, and then get past the receptionist and go upstairs. The plan however, was to have another room full of senile old people in the living room and there was puzzles planned and eventually you'd get upstairs. I even drew the room layout on paper! But I was losing motivation and was fed up with it so I cut it out and made it a hell of a lot shorter, but at least the game was finished, rather than give up on it and it never be played by anyone!
#702
Upon reading Retro Gamer's Amiga special magazine, there was an article on Monkey Island; and Ron said they didn't have a script ready for dialogue, they just had an idea of where they were going with it and wrote it on the spot. They said you couldn't do that today. Maybe not in commercial games, but I did just that when creating Limbo The Adventure Game!

I had the vague story planned, the main characters imagined, and knew how my game would start and end, and what was in the middle. I pretty much winged most of it, I find it's more fun to just create as I went along, and I think I'm funnier when I come up with stuff on the spot than trying to force it out of me in planning stages. Puzzles. They were planned to some degree, I think you have to think backwards with that. What does the character achieve, how can you put something in the way of that, to be solved?

Do others merticulously (Er.... that's spelt wrong isn't it.) plan every detail or get a rough idea like I do? My game even ended fairly differently to my imagined ending. I was going to have more puzzles as a last chapter, but as time went on and it became harder to push myself to finish it, the ending was arguably "rushed" with the ending being pretty much "on rails" with no puzzles to solve, but it meant my game was out the door, finally!
#703
Downloading it just to make sure I have it in my possession! (I have over 50 physically released games over various formats to play first.. it was over 90 a year ago.. it got out of hand..)

Spiffing that you have achieved your goal, releasing Chapter 1! By the time I get around to playing it you'll be making chapter 3 hoho!
#704
Am I the only one who thinks Thumbleweed park didn't need a kickstarter to be created? Verbs? My issue with those was having games go "NO! YOU CAN'T "USE" THE DRAW, YOU MUST OPEN IT FIRST!"
#705
Reminds me of writing music. Someone once gave me feedback that I shouldn't use the 'f' word in my song. That instead of "It's all fucked up" I should sing "It's all messed up" but I wasn't convinced - it didn't carry weight.

there's the option of less offensive swearwords perhaps? Such as "shit!" and "bugger!", and "crap!".
#706
Hey Nik! Is that to remind you of where you came from to where you are now? (Er sort of)

Even your avatar has gone!
#707
General Discussion / Re: The Matt Barker Show!
Tue 31/03/2015 21:11:51
Yeh haha with a cool bottle of beer in his hand..
#708
The Rumpus Room / Re: Corrupt-A-wish!
Mon 30/03/2015 19:30:42
Yep! They also did a normal cheese and tomato pizza, plus the beans one with sausages I think, but I'm vegetarian so I don't remember that one so well. And also Heinz mini bagel bite pizzas. YUMMY!! I miss them so much!


Arghhh beans on my face in endless sitcom adverts!!

I guess I'd better do Stupot's wish now.

Granted, but the blood clots up from having nowhere else to go and- come on now, you REALLY don't want to wish that.

I wish everything was cordless. (Or wireless for the up to date trendy folks)
#709
General Discussion / Re: The Matt Barker Show!
Mon 30/03/2015 19:21:02
Thanks for watching more than one hehe! It was a nightmare doing the Van Damme episode I think it was worth it! (Would be awesome if he ever saw it..)

#710
General Discussion / The Matt Barker Show!
Sun 29/03/2015 17:59:46
When not taking 8 years making a game that can be completed in 40 minutes, I also make my own dumb show called The Matt Barker Show! Because it's my name. :wink: It's mostly game focused, or at least it started that way! The latest episode has nothing to do with games infact. It's a response to certain unintelligent people thinking I'd be insulted if they pointed out I'm bald. Enjoy!

BALD!
#711
Not bad! Did anyone else suffer from vertical lines fracturing the characters when they moved?

I like the dragon, good job!

I did some stop motion too, in a music video, mixing stop motion with footage. (Sorry if that's jumping on your post)

My Life
#712
The Rumpus Room / Re: Corrupt-A-wish!
Sun 29/03/2015 17:08:29
Granted, but now you don't have time to play any non-AGS games.

I wish Heinz would make pizzas again.
#713
The Rumpus Room / Re: AGS Cryptic
Sat 28/03/2015 20:43:27
Nah it doesn't mean anything! I knew Guybrush was to do with their paint program but I didn't know what inspired threepwood. Maybe this Wikipedia entry is telling the truth:

The origin of the name "Guybrush" comes in part from Deluxe Paint, the tool used by the artists to create the character sprite. Since the character had no name at this point, the file was simply called 'Guy'. When the file was saved, Steve Purcell, the artist responsible for the sprite, added 'brush' to the filename, indicating that it was the Deluxe Paint "brush file" for the "Guy" sprite. The file name was then "guybrush.bbm", so the developers eventually just started referring to this unnamed 'Guy' as "Guybrush".[2][3] Guybrush's surname "Threepwood" was decided upon in a company contest and is derived from P. G. Wodehouse's family of characters including Galahad Threepwood and Freddie Threepwood (with whom he shares similar characteristics). "Threepwood" is also rumoured to have been the name of Dave Grossman's RPG character
#714
I didn't like the series, but the FMV game was awesome because you could shine your torch in people's faces. Skinner was annoyed, ho ho!
#715
Or naming my NPC characters SLAVE1, SLAVE2, SLAVE3 and then doing voice acting and realising SLA1 isn't going to work. (I got around this.)

Also having a number at the end made it confusing. For example I had DE1 and DE2 for Death standing up, and Death sitting down. Then when naming speech files I had to put DE11 for the first one, DE12 for the second etc. Ugh.

My first ever mistake many years ago, was saving my background as a jpeg. Ouch.
#716
The Rumpus Room / Re: AGS Cryptic
Thu 26/03/2015 23:16:21
Someone brush this guy in three types of pee wood.
#717
The Rumpus Room / Re: Name the Game
Wed 25/03/2015 19:56:06
The longest journey?
#718
Wouldn't both your video and your screenshots benefit from full screen rather than showing us it in a window?

I wish you the best of luck in your endeavour, it can be hard to get music noticed in a game - people tend to focus on the game itself and rarely comment on music in games (unless it's annoying to the player) so it's not easy!

Art style isn't my cup of tea but it does suit the whole urban graffiti culture thing you got going on there. I played the video hoping to hear the music by the way, and it was barely audible.
#719
I didn't even know how the end would go in my last game's story, just had the gist of it thought out and then after I'd drawn the location I worked out the rest. It's probably not the best way of making a game but I like to improvise my comedy!
#720
AprilSkies: Cheers! I enjoyed doing the voice work for this game more because I could go full crazy with it, whereas my last game wasn't totally comedy! Thanks for playing and commenting! Spread the word!

Mandle: Thank you for an indepth review! I'm grinning from ear to ear! Who were your favourate characters? How did you find the music?

Barbwire: Thanking you! :smiley: Glad you enjoyed it! (Cool avatar by the way)

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