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Messages - Migs

#81
Just having some fun, Czar.  rgrassi, feel free to return and tell us more about your game when you have something of substance, namely some artwork, screenshots, or music.
#82
Quote from: Moebius 5.18 on Tue 01/06/2004 18:31:40
Am I the only one who believes in the old-fashioned belief that AGS should stay true to 2D? I mean, it was intended for 2D Sierra- and LEC- style adventure game in the beginning. Then again, it's all up to CJ. But if it were up to me (which of course it isn't) I would keep it 2D. There are other 3D engines out there, a few of them freeware.

No, you're not.  I, too, thought one of the highlights of AGS was to recapture the style and spirit of the old-school adventure games.  Frankly, I'm surprised so many people think AGS should go 3d.  To me, a 3d AGS doesn't make sense.  Use another engine if you want to make a 3d game.
#83
LucasFan,

This is the best remake I've ever seen, and I mean that.  You did a fantastically wonderful job.  Keep up the great work!
#84
Wow, it sounds fantastic.  I'm putting this right at the top of my "Games I'm Looking Forward To" list.
#85
Quote from: Ryam BaCo on Sat 29/05/2004 23:42:46
i think that online point-and-click-adventures can't work. more than one player playing in one adventure would be much too chaotic (e.g. different inventories -> player a owns item b, which player c needs to combine with item d, but he can't because player a won't give item b to him) and hard to implement.

This hardly refutes the premise that online point-and-click adventures can work.Ã,  Maniac Mansion, one of the earliest adventure games, had multiple players, each with their own inventories.Ã,  You're only thinking of a specific instance in which players can theoretically hoard items and keep everything to themselves.Ã,  What you need to do is come up with an alternative solution rather than give up on the idea entirely.Ã,  You could, for example, limit a player's inventory to one or two items, and give players the ability to drop items.
#86
Quote from: Albrenado on Sat 29/05/2004 17:42:11Migs :
saying scripts i mean: for exammple there are 3 players, the 2 players are main characters, and 1 is side character. and he recives the script(in the beggining of the game-even before it starts, or at the first dialogue. "You are a ship seller, you are interested to sell your old ship, and to find your sister who is captured by 'badguy' and you can use all means for that cause.(and get help from the active characters).
you have some bananas, a shovel".

At the beginning of this game, is everyone given a randomized "script," or is the script the same each time the game is played?Ã,  In my opinion, if your idea is going to work, it would have to be randomized in some fashion to give the game replay value.

Although I'm the kind of person who loves playing certain adventure games over and over ad nauseum, not everyone finds adventure games all that replayable.Ã,  This is one obstacle adventure games will need to deal with if they are to become successful in the multiplayer gaming world.Ã,  Randomizing the game is probably the most obvious method for attempting to solve this problem, although too much randomization runs the risk of losing the game's personable feel and making the game just a generic do-these-tasks-in-order.

The only problem I see with randomized "scripts" and giving everyone a goal at the beginning is that you can only have a finite number of possibilities.Ã,  Eventually people will play them all, and then they'll get bored and won't want to play anymore, and there will soon be a shortage of other players to play with.

Quote from: Albrenado on Sat 29/05/2004 17:42:11(someone may need it (active characters mayB?) and they will do missions for you, that you cant (or do not want))

Being entirely dependent on other players to finish the game is not a desirable feature, in my opinion.Ã,  You'd have to wait for the other player to accomplish his/her tasks.Ã,  What will you do in the meantime?Ã,  What if the other player is a complete idiot, or for some reason is just pissed at you and refuses to help you out?Ã,  If cooperation is going to be a feature in a multiplayer adventure game, I think it should be optional.

Quote from: Albrenado on Sat 29/05/2004 17:42:11DCillusion :
no its very different from that in many ways, but similar with some others.

2d graphics, and point & click interface for example have you ever thought making a monkey island, where you can play the Pirate and someone can play Treepwood? and there will be a few endings?

the dialogues maybe not a chart, they will be fixed, but the player will be able to choose from it.

making bigger worlds, and more quests for more people maybe an option.? i mean if you go to a certain world you must make 5,6 quests before you can leave...(thats getting more like to other games- but in point&click interface)

we are talking about quests, not an RPG game.. that BG is all about.

the point is to make the old fashined quests, with nice graphics, but online , not a BG,worldofwarcraft(2d),morrowind(2d) style, but an adventure-quests game!

But what you're describing DOES sound like a bit like an MMORPG.Ã,  RPGs and MMORPGs are not wholly devoid of puzzle-solving, but adventure games tend to place emphasis on solving puzzles while RPGs tend to place emphasis on beating the crap out of bad guys.Ã,  What do you think would work well for an online Monkey Island online game?Ã,  Would each player's goal be to hunt down his/her opponent?Ã,  Would there be a complex story involved that's influenced by what each player does?

Quote from: Albrenado on Sat 29/05/2004 17:42:11maybe I'm wrong, maybe its not a good idea.
but i am sure that no one have ever made the exact genre of game I'm talking about!

I think your idea has potential, if you fine-tune it a little bit and work out some of the details.

Quote from: Albrenado on Sat 29/05/2004 17:42:11strazer :
thanks.

by the way i have now read theÃ,  lnk, there are some great ideas i have never thought about. is that project actual? i know a nice library it can have: SDL (simple directmedia layer) and i know c++... maybe someone will want to work on it...

Yes, it's a project I'd like to work on, as I think it has enormous potential.Ã,  I think it would be fun to try it out with the TCP/IP plugin for AGS.Ã,  I'm still working on the design document for it, which I'll share with the community for comments and criticism when it's finished.
#87
General Discussion / Re: RPG style games
Mon 31/05/2004 05:26:29
Dink Smallwood is my favorite adventure/RPG development system, other than AGS.Ã,  The only drawback is that you're kind of obligated to use Dink Smallwood as your main character. :)
#88
It's a known fact that cell phone companies and other mobile development units are interested in the "old school" style of games.Ã,  AGS games could certainly fill a niche, perhaps even a profitable one, if they could be ported.  Much easier said than done, though.
#89
General Discussion / Re: RPG style games
Sun 30/05/2004 05:46:17
Now I used the RPG Toolkit a few years ago, but I remember it being shareware, and you had to pay $50 for a full version.  It must have gone freeware since then.  I wasn't really too fond of it, anyway.
#90
Critics' Lounge / Re: Left-handed drawing
Sun 30/05/2004 04:26:31
You are quite fantastic, Jayel.  Please keep posting more of your artwork.  I would love to see more, and you have an instant fan right here.  Your characters are just so emotional and full of expression in a caricature kind of way; they're very aesthetically pleasing.
#91
Quote from: DCillusion on Sat 29/05/2004 19:14:46but it's hard to be nostalgic about "cosole-style" adventure games when their 3D counterparts are so much better.

This is really a matter of personal preference.  Graphics are rather low on my list of things that truly enhance an adventure game (although I won't deny it helps).  If an adventure game has a great story and meaningful dialogue, that's the most important thing to me.  Not the latest graphic technology.  If I want to be concerned about graphics, I'd play the latest FPS.
#92
Quote from: Albrenado on Fri 28/05/2004 19:23:24
Hello.

I have an idea.
To make an online adventure game.
I mean making an online game, with point&click platform,
but to make possible that more than 1 player can play in a game,
and make a few endings(i mean 1 for good player wins, and 1 for the bad guy).
I dont mean creating a massive multiplayer but small- 2-6 players.

And maybe there will be players who will not get the main role, but they will have a target in the game.
everybody will recive a script in the beggining, and they will all try to accomlish their missions.

by the way everybody will try to talk , and act as actually as possible to the game, and with the spirit of the game.

What do you think?

I'd love to hear some of the details about your idea, Albrenado.  Care to share?  What do you mean by "everyone will receive a script in the beginning"?
#93
The idea was to let people figure it out for themselves.  Not to give away the answer so quickly.
#94
I figured it out in 10 minutes.

Here's a hint: Don't think too hard.
#95
Caligari recently released gameSpace Light (gSL), a free edition of their game graphics authoring software, designed to introduce independent game developers, students and hobbyists to their software without having to fork over the $300 for the full version.Ã,  It contains most of the features found in the full version, but has some limitations on polys and watermarks renders.

There's a game developer's talent competition for users of gameSpace, too, if anyone's interested.
#96
I know a poodle named Zoe.
#97
Yeah, kids are stupid.
#98
Quote from: shbazjinkens on Fri 21/05/2004 04:04:56
It's obviously fake.. but here is a good thorough analysis of why:

http://www.snopes.com/inboxer/hoaxes/kaufman.asp

According to his site, Andy paid Snopes to write the article.  You know, just to throw people off track. :)
#99
AGS is not a monstrous program.  Even dial-up users can download it in a reasonable amount of time.  Just download it and try it out. ;)
#100
Quote from: whitecrow on Mon 24/05/2004 01:00:42I have a screenshot...but I don't know how to post it!

Click me
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