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Messages - Radiant

#2001
Quote from: Mati256 on Wed 27/07/2011 23:27:33
Have you heard of this Indie film?

No, but I've played Eversion...
#2002
After I've roughly outlined the goal and theme of the game, I usually start with a sketched map; then I imagine what could be found in each room, and how these things might be either a useful item or an obstacle. This also means that I sometimes add a puzzle if the room artist draws in something that I hadn't thought of.

For example, in ATOTK, several puzzles simply flow from the terrain, such as the cliff and the city gate. It isn't obvious from the start, but one of the reasons why the country is bisected by a river is so that
Spoiler
it can become an obstacle when you're turned into a rabbit.
[close]
#2003


For Quasar, a science fiction game that focuses on character interaction and the ability to control multiple characters, we're looking for a portrait artist and voice actors. The scope is five characters, and approx 30 lines per character.

The game is currently in beta testing and is fully playable. If you would like to help, check this thread for more info, or send me a PM.
#2005
Quote from: selmiak on Wed 27/07/2011 14:08:24
Pulp Fiction
Actually, the whole non-chronological plot business would be interesting to write for.
#2006

Quasar
Spending too much time on a spaceship can make anybody edgy. Can the crew of the Quasar nevertheless learn to cooperate?

A high-resolution adventure game in six rooms, the main point of the game is to explore the possibilities of having multiple characters. You can switch between four of the crew members that each have their own skill set, and their own reactions to hotspots and to other characters.
Well, you can't switch characters at the beginning, because the characters are angry at one another and you need to figure out how to make them not angry any more. Once you've done that, you can switch. The puzzles in here shouldn't be too hard, it's mostly about exploring the different reactions.



Beta version. This is intended as the final beta, fingers crossed. The game is fully playable. Feedback, suggestions, and bug reports welcome.

Also, we're looking for voice actors as well as translators for the game; feel free to apply in this thread here.

Art by Elissa Ng; portraits by Joel Philip Page; music by Petros Tsoulkas; and script by yours truly.
#2007
Quote from: +monkE3y_05_06+ on Sat 23/07/2011 11:10:40
- What, if anything, is the advantage of using char*s vs. the std::string class?
Performance. I don't mean memory, I mean speed.

Bear in mind that AGS was written for DOS and much slower processors than we hav enow, where performance was much more important. A nice benefit thereof is that AGS games run fine on low-end systems even now (whereas there are several retro games on the market that require a 2 GHz processor for no apparent reason).
#2008
Quote from: Ali on Tue 26/07/2011 20:30:11
Sorry, I just genuinely wasn't sure why you found it funny!
No problem :)

I find it funny because an official from a different country has to tell the senate how to do their job properly. That does not speak well for either their competence, or their intent.
#2009
Quote from: SonnyBondsAtOnce link=topic=44065.msg586561#msg586561what makes a game worth different that other games?

Proper spelling and grammar would help  ::)
#2010
Quote from: Ali on Tue 26/07/2011 17:33:51
Out of interest, are you saying it's ironic because British politicians are guilty of the same?
I didn't say it was ironic.

Although yeah, politicians who care for nothing but self-enrichment is quite a common theme in the world nowadays.
#2011
Inception. I'd love to see that.
#2012
Quote from: Darius Poyer on Thu 21/07/2011 10:54:49

to the left is a tiny mockup of the current colors(#124259,#1a5774), to the right, my altered palette (#123759,#22688d).
Hm, that makes sense. Could we get some additional opinions on this please?


Also, to add some color to the page, links now display in orange when hovered over. Otherwise, I think we've got a pretty good stable page for now, although additional suggestions are always welcome.
#2013
Quote from: Khris on Tue 26/07/2011 13:33:25
I just want to say how absolutely hilarious I'd find the whole political circus in the US if it couldn't have such drastic consequences on the entire world.
It's kind of funny to read that an English minister of finance is telling the American republicans to stop blocking their government finances with filibusters for their own political gain...
#2014
Quote from: Ryan Timothy on Mon 25/07/2011 02:41:44
Hey guys, can you tell us how our game plays? We could really use some feedback.

C:\My AGS Games\Journey of Iesir.zip

I like the music, but I can't figure out how to get past the demon chicken. Also, I find that the reference to tapestries is totally uncalled for.
#2015
Quote from: dbuske on Sun 24/07/2011 21:34:26
It is in the danse macabe directory.  It is working. I get there.  Do you know hoe to use your computer


Sorry, my hoe doesn't have a USB connection.
#2016
Quote from: anian on Thu 21/07/2011 01:46:16
Double click doesn't sound that bad, although it might be better to use it for a function that's not used all the time
Well, you'd have to test this, but I think this makes it too easy to accidentally perform the wrong action (either because the player is confused which is which, or because he double clicks too slowly and it registers as two single clicks).

Quote from: Dualnames on Thu 21/07/2011 12:48:13
I'm having two interactions: use and look . I always found that look was useless so right click now it does a ''compromise''. It brings the description of the item in question and the inventory.
Wait, so if you look at something then you subsequently have to close the inventory window? That does not sound very convenient.
#2017
Okay, I've taken out the Titillium font; the page now uses Arial instead, and TNR for the menu. Also, replaced the orange Paypal button by a blue one.

Also, on the main page, the middle and right panels are swapped, to get some more colorful screenshots in the middle of the page.

I'm not sure what to do with feedback like "the blue is too muddy for my tastes so I'd suggest using a different blue". Could you give an example please?
#2018
Quote from: Eggie on Wed 20/07/2011 11:16:30
EXAMINE and READ being two separate verbs is one of my favourite things about text adventures.
Well, that usually works in graphic adventures, too. Eye icon = examine, hand icon = read.
#2019
Quote from: LUniqueDan on Tue 19/07/2011 17:17:19
D'you have any insight of where you need to overturn that to avoid a problem? And how d'you solve the situation.
Stock responses.

The only reason LucasArts can get away with so many verbs is to use stock responses. For example, trying "Look At <foo>" gives the stock response "Nice <foo>." for over half of the hotspots in Monkey Island II. In Maniac Mansion, most hotspots respond with e.g. "There's nothing to read on it", "It doesn't seem to open", and so forth.

To cut your development to a reasonable timeframe, you'll need one of (1) few hotspots, (2) few verbs, (3) many stock responses, or (4) more spare time than most people.
#2020
Well, this is why I tend to use only one action in most of my games. There isn't necessarily a need for a separate "look" and "use" descriptions for every single hotspot.

I find this very elegant:
* Left-click on ground: walk there
* Left-click on hotspot: interact with it
* Left-click on character: talk to it
* Left-click on yourself: open inventory
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