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Messages - MrColossal

#3421
i'm guessing action would also be platform games like mario and the such
#3422
General Discussion / Re:Larry 8 without Al!!!
Tue 21/10/2003 00:23:01
"As to the many emails I've received stating, "They can't do this to you" and "It's your character" etc. I'd like to say this: my contract with Sierra was for "work for hire" and all rights to the characters and stories I created remained the property of Sierra. They have the right to do with those characters as they wish."

thanks Al...
#3423
Critics' Lounge / Re:Doug
Mon 20/10/2003 23:55:53
i don't think those are eyes...

are they?

they look more like hair or some kinda eyebrow and not eyeballs

i enjoy him also

makes me think of french comics for some reason
#3424
look up overlays in the ags help and see if it runs faster for you
#3425
have you tried using an overlay instead of a character for the sniper scope?

maybe i don't know any better but overlays always seemed to draw fast and nice for me
#3426
Advanced Technical Forum / Re:Score
Sun 19/10/2003 23:37:13
it's in the demo game

or look in the help file for GUI and then scroll down to Interface Text
#3427
hey bettie!

i agree with taryuu

the shading could be a bit more consistent and the hand doesn't bother me really cause i know how hard it is to draw a low res hand and make it look good.

maybe just go with the side of the hand the pinky and the ring finger?

other wise it's a great representation of Bettie

eric
#3428
hehe bspeers

also, when watching the movies for S.t.a.l.k.e.r. and Half Life 2 i have no of an urge to walk around the environment exploring and discovering and not shooting headcrabs

maybe that's something i should add to my notes, the sense of exploration should be added to games. Even if it means more rooms and backgrounds
#3429
man layabout..

they're just some guys making a magazine for fun

they're not trying to shit in your mouth and kick your eyes in

get off their backs...
#3430
why not just repeat the up down animations for the up and down views?

that's what i did in 6da and IG and what Helm did in Sol and so on and so forth
#3431
bah... give me carmag or give me 100,000 dollars*

eric








* win win situation
#3432
remixor: what are you saying i'm stupid and can't play games?!?!!1..245 RC

hehe, but that is also something i think about, people play 6 day assassing [ahem garage gothic, hehe] and get stuck in it, my friend Al played it and beat it in less than 10 minutes and she's never played an adventure.

they don't come to the game with preconceived notions about adventure games and are able to look at it with an open mind.

which is probably why were liked these games and were better at them as kids.
#3433
mr gothic, did you read this?

http://www.adventuregamers.com/display.php?id=178

it's weird that i've felt like this for a while. when i put grim fandango back in to show jess i was like "how the hell would i know to do this?" as far as i could find there was nothing in the game to tell me to tamper with the message tubes in the way i had to. A good example from the game was changing the auto answer message in your bosses room, it's like you're exploring and stumble across this but then again there's no other reason to try and get into his office than "cause you can". I wanted to explore the story of the game and show her how beautiful it was and not run around punching holes in playing cards cause i can. [jess fell asleep by the way]

i've been making fun of warren spector for years over a comment he made about adventure games but now i realize that the examples i thought of to counter his comment were good and the examples that he was probably referencing were bad and from games that we've all played. Bad as in a puzzle is in place to stop the player from learning more about the story, cause as was said, an adventure game would just be a movie you clicked through without puzzles. So add a locked door and the person can't find out what's behind it and see who the big evil boss is yet.

my big fear over making adventure games is if the puzzles will make sense. after playing curse of monkey island again [not much of it cause i just couldn't care anymore] i realized that a lot of what goes on in that game is guybrush enters a room, there are people standing around, he talks to them and finds out what he needs to do to get further in the game, and then explores the area for these items. The Barbery Coast room is a room with 4 characters just standing there animating back and forth and you can talk to them to learn about them, this bothers me. The majority of AGS games are filled with rooms with characters standing in them staring at the player just waiting to be clicked on. When I present a problem to my player I need to make sure that it's an important one and not just a time filler and that it's logical to the game world.

For an example let's take my game, the player needs a battery so he goes to the store and tries to buy one. Obviously the store doesn't have any but mostly because it's a RON game and it's the Yahtzee Brand store, but at least the option was open to the player, unlike [sorry dave] in bestowers of eternity how i can't go to the store and buy some lemons and a flower.

act 2 in my game is pretty much an interactive cutscene with very few puzzles. this worried me for a while but now it doesn't so much.

as someone somewhere mentioned, the majority of the puzzles in police quest 1 weren't puzzles at all, they were just "follow proper police procedure, apprehend the criminal" until the end really and to me they were fun! i loved it. starting the ship in Pilot Light is awesome! I love that crap! It's not so much a brain breaker of a puzzle as it is just a nice little puzzle that pulls me into the game and makes me smile.

Granted you can't fill a game with these types of puzzles but when you're designing a game and you think a puzzle is too easy, who cares leave it. If you have to get into a building and there's someone guarding the door and a window right above you, just let the character open the window and climb in or have them pry it open with a stick or something. Don't invent an elaborate puzzle where they have to construct a glass cutting device out of a diamond ring that falls into a sewer and then tape it to a screwdriver and then find better tape cause the first tape breaks and then find a suction cup to remove the cut glass and then..... etc etc.

the player will thank you and if the game is shorter than the game is shorter and it's better for it.

i'm gonna stop now cause posts like mine are usually ignored

eric
#3434
General Discussion / Re:Behind the Hotel
Sat 18/10/2003 05:22:04
listen aga... all we're trying to say is that you're stupid

is there something wrong with that?
#3435
where are you uploading them?

http://mark-forward%202.jpg/

that's what your picture points too and that is no where near a correct url

are you uploading them to Neole's site?
#3436
yea i would be terribly annoyed if a game i just bought came out as freeware a few months after i purchased it...

drop the price or something just don't make it free
#3437
Quote from: Lucky on Thu 16/10/2003 06:48:26
O.o Wow. ME let me to type this whole post without freezing or crashing a single time.

Wow! You must be luc------

nevermind
#3438
check in the help file for

StartCutscene()

and

EndCutscene()
#3439
i can agree with a lot of the review but i can also disagree with a lot

again, mostly in the fact that he didn't explain himself, like Dave Gilbert said, is that supposed to be insulting that the art looks like a RON game, or is he drawing a parellel that the characters look like edited versions of each other and are usually standing straight and awkwardly in a room? or is he saying that RON art is ugly and so is Fatman art?

and mods, i don't understand why ten years ago should apply to today
#3440
Completed Game Announcements / Re:Pilot Light
Wed 15/10/2003 05:27:07
i think the best thing about the game was it had style...

it had real nice style... the things appearing in the beginning during their conversation... the cutscenes, the panning, the humour.

it was all great. i think the ship starting scene was great, it's not a puzzle but it's an awesome way to get one into the game.

this is an amazing first effort and i can't wait to see more from you.

and is it just me or is vel needlessly critical? This doesn't have anything else to offer but it's art? how rude, man.
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