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Messages - Mats Berglinn

#41
Steve: I can sometime "read between the lines", so I know that you're trying to tell us that this thread is pointless and therefore should be locked. Well, it's not pointless, it helps people coming up with original inventory items instead of clichéd used ropes, keys etc. Besides, it's kind of fun to see what kind of things people can imagine even if they sound totally unrealistic. Who knows, maybe someone will make up some really weird game with very weird inventories like Nosehair in a jar and such things.

In other words: Cut it out, Steve!
#42
Critics' Lounge / Re: Caribbean Raggae
Fri 30/06/2006 16:49:00
I think it sounds great. I don't got any constructive critism but I've at least a suggestion: why not add steeldrums to it. Steeldrums is something typical for Caribbean. Just a thought though, the music works much fine without it.
#43
I already mentioned that, Afflict.
#44
QuoteI believe there's no adventure game that's had these things;
the swedish flah
the flag of Skåne (a part of sweden)
blue cup mutated into a three-legged goblin
a jar of earwax
a glass-bowl with decorative patterns
ancient, egyptian toilet paper.
Well, using them as part of the inventory wouldn't make sense anyways, so I can see why they haven't been in any adventure game yet, if they haven't.

I already have mentioned the Swedish flag and I think someone have mentioned a jar of earwax.
#45
Hints & Tips / Re: Robotragedy Part 2
Thu 22/06/2006 08:33:42
Okay, now I'm stuck:

Spoiler
I'm on the desert planet in the past and I've got all the items for the jewel idol exept the ore and I can't seem to find it.
[close]
#46
Quote from: Insignia on Mon 05/06/2006 12:14:40
If you really want to base your game on someone else's story, the safest route is to contact the author and ask for permission. It doesn't have to be more complicated than that, depending on the author. If they refuse, at least you'll know to spend your time and effort on a different idea.

I totally disagree with you about that point. The safest route is the opposite: Keep the mouth shut and they will never discover it (okay so a few hidden project have been discovered but the odds is much higher that they won't so it's not that much of a gamble). If you ask for permission, the risk of getting "no" is about as high as getting killed in a Russian Roulette on five bullets out of six. Look what have happen to Garfield: Karius asked permission while making the game, he recieved a no answer. That's why I never see "ask for permission" as the safest route, it's the UN-safest route.

About parodies and inspirations: I don't think companies would shut down for example a Monkey Island parody or a game with the fluence but still have differnt names, story and so on, because they don't violate the copyrights. Parodies and inspiration is allowed, no worries there.
#47
Pretty nice demo so far. I've stumbled upon a couple of mistakes.

First mistake: Indy and some other characters say "Rubbish" and other Brittish expressions. Indy is American, he doesn't say Brittish things.

Second mistake:
Spoiler
When looking at the stoneplate at the digstie (the symobls that are similiar to those in the homework), there's no "exit" area
[close]

Third mistake: If you try to use some items with hotspots or whatever, Indy doesn't comment on them. Also, some of the discriptions doesn't make sense, like: Use knife on dog, Indy says "I can't use these objects together" That should be "I've got no reason to stab a dog" or "I don't kill animals for no reason".

Otherwise it's great but I agree with Steve McCrea with not attack the drunken nazi. I mean, even if he has a gun he couldn't hit Indy because his accuracy is lowered because of being drunk. Also, he doesn't look strong, so why not just whip him or throw the knife or whatever. It would make more sense if the guard is NOT drunk and looks less weak. Why not switch the alchohol with some other beverage (I think the Nazi's never drank coffee, at least I think one of Nazi's in Last Crusade said so).

Let's hope the game take less than two years to be completed. Keep on it!
#48
Critics' Lounge / Re: Eragon
Thu 25/05/2006 10:53:34
I've read the book and the style doesn't fit what the story is. You should consindering using a more realistic look rather than a cartoony look.

The arms and the legs looks way too straight and you should add elbows and knees.

In my opinion, you should totally redesign the character and make it more realistic and much, much less cartoony.
#49
The sketches looks great. The houses of the water village looks sort of like mushrooms (or somekind of fungus), is that inspiration or is it just a coinsidense?

You said that you're almost done with the backgrounds of Day One, how many days are there in the game?

Keep up the good work and try to get the game finished ASAP!
#50
Sounds like a good idea but I think that the plot and immersion should have an extra option: half serious/half humoristic. If you think about it Grim Fandango is more serious compaired with Monkey Island but still have many humorous parts in it, the same goes with Full Throttle except less humor moments while The Dig is almost Deadly Serious with only two or three funny lines.
#51
Quote from: Da_Elf on Sat 13/05/2006 01:02:33

@Mats Berglinn about your little signature image, are you actually from the caribbean? hehe, just thought id ask seeing as how i live in Barbados (one of the caribbean islands)

No, I'm from Sweden. That signature is just for the game I'm working on right now.

One question about the story (so far): Is it based on one of the comics or is it totally made up?
#52
Wow, for the first time an Asterix game! Awesome!
The screenshots looks so much like the comics. There's one thing I wonder about the second screenshot though: Is the fisherlady (Don't remember her name but I think she's the fisherman's wife) going to be part of the background or is she just there temporary but in the game itself she's a character with animation? Never mind, the demo have answered my question.

This goes to my "Games to Look Foward" List.
#53
Uh, could you say it in English, please? Not everyone here understands French.
#54
One thing about the game bothers me, how come you used the original backgrounds for the Zak McKraken rooms when you had the stuff from the hi-color for it? It would be more appropiate for the rest of the game, plus that you had the hi-color backgrounds of Loom.

I looked at the webpage and it said the Super Star Wars is for NES. It's actually SNES.
#55
There's one thing I've been thinking of:

Spoiler
How on Earth did Brink end up in Zak McKraken's bedroom when he was trapped on Tatooine in the Star Wars Universe?
[close]
#56
Quote from: xelanoimis on Tue 25/04/2006 20:44:17
Hi, congratulations for this one too!
I've just finished and it was nice.

Not as nice as Case3 or 4 I woud say.
Too predictable and not scary enought for me.
And not very japanese. For example the japanese swords are slightly curved and have much loner handles. As someone said before on the forum, do more cultural research for a better athmosphere.
Didn't liked the tv-show stuff. Supposed to be weird and funny, but it only looks silly and ruins the suspense.

The rest, it was pretty nice. I liked the Ben's dream idea too.


Spoiler

I was dissapointed that the bad guy did'n turned into a zombie and get another round :)
[close]

Uh, you type in the wrong code. It's not
Spoiler
but [ hide] if you want to hide the spoilers!
[close]
#57
I have noticed a couple of bugs and mistakes:

Spoiler
1: If you go back to the cantina after sending Indy back and then return to the room with the portal (moister-evaporator) Indy comes back.

2: I'm not sure how I triggered this but I think that after I sent Maggie with the module, I get to Indy universe and give Elaine the T-shirt, you somehow get to the start room of Zak McKraken and Maggie is back there.

3: For some reason after having sent everybody back to their universes, the game doesn't end. I'm not sure what I did but it wasn't in the order mentioned in the game guide.

4: When talking Zak for the first time you get the artifact BEFORE Bernard ask Zak to give it to him.

5: The Interface is in french in the english version and some of the interactions is in mix of english and french.

6: For some reason you can't go back inside the cave where Darth Vader was after you have got the droidpart. Of course there are no reason to go back there but still...

7: When giving/using the pearl on Indy or giving Maggie the ingraved stick, neither of them disappears in the inventory.
[close]

Otherwise, it's a interesting game. I once had the idea of making characters from different Lucas Arts games meet but not like this. If you're going to make an extended version, how about add Sam & Max and Full Throttle?
#58
Wow, the game was cool, even cooler than I expected. The humor was indeed funny and the animations and backgrounds are great.

I agree with Barbarian that music and sound effects wouldn't hurt. I almost thought for a moment that the sound system stop working.
#59
There's a bird nest in Zak McKraken and The Alien Mindbenders.

About the wine/vinegar: I'm not sure about this. The wine becomes vinegar after it's been stored about 400 years then the wine should not be counted as wine anymore... or does it.

To Gilbot: (imitates Dr. Fred) Stop it, you little twirp!
#60
The first version of the background (a sketch maybe?) feels a lot like the Goodsoup hotel from The Curse of Monkey Island. Is this an inspiration or just a sheer coincidence? Whatever the direction is, it is great.

Can't you tell us how the game's status is in percent? I really want to know how much it is left.
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