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Messages - Migs

#141
I would love to do a kind of game where the main character has no memory of what happened, but he finds, e.g., his family murdered and he is the prime suspect.  He is travelling backward in time, and each day he has to figure out more pieces to the puzzle and who really killed his family.  The game ends on the "last" day, when the murder actually occurs and he has to prevent it.

I think there was an X-Files episode similar to this.  It would make a great game, methinks.  Shooby doo wop wop.
#142
Okay, here's version 2 of my background.

I know, everyone's going to want a tutorial for this.  I promise I'll make one soon.

Version 2
#143
Rik,

This is a very beautiful game.  I have a few comments:

The brevity of the descriptions is a rather undesirable feature.  For example, what's the point in reading "A door" when I click the Look command on a door?  I can see it's a door.  I know it's a door.  I'd like to hear something I don't necessarily know about the door, like it's made of hand-carved oak, or has some unusual scratches on it, or something.

More descriptive global messages and/or more global messages would be useful.  Just seeing "Nothing interesting here" is a real turn off, especially when it's on something typically interesting like a chest.  WHY isn't the chest interesting?  Is it just filled with old clothes?  If so, you should let the player know.  And I got rather tired clicking on everything that I thought would be interesting or further the game somehow but not getting a message for it.  In my opinion, adding better description to the messages would be useful, since the puzzles are slightly unintuitive.

When picking up an object, it would be fruitful to tell the player what is being picked up, so he doesn't have to check his inventory to see what was added.  This is especially important if the player has a large inventory, so he doesn't have to hunt through his inventory to notice what's different.

The art style is very interesting and refreshingly beautiful.  I kind of wish the main character had a small shadow underneath his body or something, since in all the scenes he looks somewhat out of place.  His walk animation is a little crude, too.

You should know that I'm intentionally being nit-picky, because I feel this game has enormous, enormous potential.  Overall, it's remarkably captivating, the music is excellent, and I think by fixing a few minor details, it could really become a resounding success.
#144
Welcome to the community!  I'd love to see some of your stuff!
#145
Check Hotscripts

http://www.hotscripts.com
#146
Quote from: Davis on Fri 16/04/2004 01:44:01I just feel, a young person, 14 or 15, or 16 or 17 or 18, cannot walk into a job in the real world and demand a salary and a company car and a pension and this and that. ESPECIALLY having no background in that field, and no appointment with anyone, simply barging in past the secratary.

Quite true.  Quite true.  In our unique culture where "real world" maturity doesn't happen until relatively late, it is, perhaps, wise to adopt a cautionary standpoint when dealing with these juveniles.  There have been some instances of adolescents making their mark in the business world, such as founding successful software development companies or telemarketing companies and so on, but such instances are significantly rare.  AGS_guy has not yet demonstrated he is such a prodigy child.

Quote from: Kinoko on Fri 16/04/2004 07:15:09
All true... yes, very true. *puffs on a pipe*

I think even advertising for a team is essentially the wrong way to go about it. I think a seasoned professional should have made enough contacts to perhaps have people in mind for the jobs he wants in his project and can then ask them personally. I know that's how the best team projects I've done have worked. I've thought, "I need someone to do this... oh, so-and-so does this sort of thing very well! I very much want to work with so-and-so" and then history is made from there.

Perhaps.  Perhaps.  However, as far as I know, none of us are professionals in the game development industry, but your reasoning is fairly sound.  It's all about the people you know.  I feel AGS_guy may be trying to preempt the natural order.

Quote from: Kinoko on Fri 16/04/2004 07:15:09It's also completely true about experience. I get asked to do commissions of art from various people and I tell you, some peopole are so ambitious and yet so, so clueless. You can tell the people that have their shit together right from the start, whether their companies or just individuals - they know what they're doing and you don't have to hold their hand and explain things the whole way through.

Indeed.  Indeed.  I, too, have had highly unreasonable employers who didn't have a clue about how complicated my job was.  For example, one former boss wanted me to create a complicated database to keep track of some conventions she was organizing, complete with attending retailers, classes being offered, booths being assigned, and more.  And then she got upset when I didn't have it finished by the end of the day, and I can't even begin to mention how much important information she left out when we went through the usual question-and-answer phase.
#147
SWEET!  And I agree, iso games rock!
#148
Quote from: LilGryphMaster on Thu 15/04/2004 21:31:24
Well said

I disagree.  His point was that AGS_guy is young while he and others are older.  "So I've proved my point a thousand fold," snorts Davis.  "Ho ho."  In reality, he proves nothing, only brings forth a few grains of evidence to make his case and assumes total victory.  His grossest error is that he appeals to seniority, which is a logical flaw.  If AGS_guy truly has the skills to create a masterful game, with all the "mature" nuances Davis mentions, he should be able to do so.  However, AGS_guy has yet to demonstrate this, and I feel it's rather safe to conclude AGS_guy is lacking in aforementioned skills.

The real problem, as I see it, is that AGS_guy presumes to seize leadership in an area where he has no prior experience.  This problem has already been stated, and I believe it's at the heart of this whole question of AGS_guy's legal claim to team leadership.  Leaders typically don't jump to the top without stepping on a few rungs of the proverbial leadership ladder.
#149
I nominate philroberts' Lunchbox thread.
#151
Quote from: Farsight on Wed 14/04/2004 05:34:21Thx Demorgon, I forgot about copyrights. What I will do is visit some of the suggested web sites and will add the composer to my credits. :)

Yes, that will take care of everything.  ::)
#152
Quote from: LGM on Mon 12/04/2004 20:31:36don't think 1 game has been succesfully completed by a team.. I could be wrong.. FOY and Kinky Island are team games, and they seem to be progressing nicely.

But anyways, yea..

There have been a few team games.  AGDI makes team games, as has already been mentioned.  The Apprentice was a team game.  The Adventures of Fatman was a team game (m0ds wrote the music).  Anytime someone enlists the help of a musician, they are creating a team game, so when Vel and Petteri get together, their games are team games, too.
#153
Don't forget you can release a trailer, too.  That's another option.
#154
Critics' Lounge / Re:Water animation, again...
Wed 14/04/2004 01:18:43
Where's that thread where RPGCreator (or whatever his name was) was talking about his ultra-100-level-1000-hour-RPG he was making with RM2k?  That was another great one.  I can't seem to find it.  Has it vanished?
#156
Critics' Lounge / Re:Water animation, again...
Wed 14/04/2004 00:25:36
That Mappomedia thread is one of the funniest I've ever seen.

The AGS forums should have a separate archived category where we can save the most hilarious noob threads, so they don't disappear with time.
#157
Quote from: redruM on Tue 13/04/2004 19:34:25
QuoteWhat experience do you have managing a team? What's your background in game design?
He's already told us that he's managed to reproduce about a quarter of Monkey island in AGS, which is no small feat. So at least we DO know that he can program fairly well.

That doesn't answer the question.  #1, I asked what experience he has managing a team, not making a game by himself.  #2, I asked what his background in game design is, not rescripting an already made game.
#158
Quote from: Pirate Jack on Tue 13/04/2004 06:43:43F*ck sh*t bastard sh*t f*cker motherb*tchf*ckint!!!

I think I said what everyone was thinking...

Wow, I certainly wasn't thinking anything remotely like that!  Please do NOT presume to think for me.  I value my brain cells too highly. :)

Quote from: AGS_guy on Tue 13/04/2004 12:53:50That's just rude, jack @$$

The irony of that comment isn't lost on me.  However, I'd like to know, AGS_guy: What experience do you have managing a team?  What's your background in game design?
#159
BWAHAHAHAHAHAHA, THIS IS AWESOME!

For a gamepad, you'd have to write a plugin for it.  I was never a huge fan of using gamepads to play computer games.
#160
General Discussion / Re:Tim Schafer and me
Sat 10/04/2004 03:51:27
Wasn't Tim Schafer one of the Oompa-Loompas in Willy Wonka and the Chocolate Factory?
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