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Messages - Relight

#82
Not necessarily, but I guess it does bring up the question how much help is too much help.  After all, I asked several people to draw me a soldier PC but none had time.  But if they had, would it have made my game better, might my game have been 1st instead of 2nd place?  Maybe.  I guess in which case, it may not be fair.  I never remember though anyone saying MAGS must be made by one person.  What if two people teamed together to make a MAGS game?  It's not in the rules against it...  I thought the only rule in that regard was that the time limit is one month.

But in Dave's example, I see it's more of a tribute to Dave.  After all, he actually finished the game in time to let beta testers go thru 2 versions of it.  And the game is a great game, so you know that's a testament to Dave!  After all, a beta tester can't make a crappy game good.  Dave's game was great to start with.  The beta testers just helped make it a bit tighter.

Incidentally, there are too many rules for my taste again this month.  But it sounds interesting (just one or two I want to eliminate), so I'll look forward to play the games anyone else makes.
#83
A force not to be reckoned with, Dave, as always, makes the best damn RON games ever.

Squinky,
Spoiler
There are 2 things to be done. Green water does not mix with tea bag, OK? I said as little as possible, see if you can get any further...
[close]
#84
Nope, the size isn't a big deal.  It's the arrogance of installation progs that stick stuff places without asking, such as program groups.  I just also felt like noting the file size diff.

By the way I figured out the problem and solved it (in the tech forum), but I guess it's still a bug for CJ to fix.

- the letter screen went by before i read it all.
- there is a high-pitched whine in the music sometimes, on all screens, ruins your otherwhise lovely music (sb live value soundcard), happens each time i alt-tab between the game and win 98 se (i added this to tech forum post as well).
- the "door bell" hotspot status thingy stayed, and as a result i couldn't read some of the dialogue between nephew and ghost.
- very nice town square graphics.
- very annoying that each time you use inv item on inv item, it quits the inv.
- great "i lost something" puzzle!
- nice map, that nephew actually walks around on it.
- you could make walk south leave the town square as well, in fact you could make the nephew come into town in the middle, after all that's what your map shows!
- but it doesn't take too long to walk so that OK.  it's great that the player character moves at a good speed, too many games have slow-ass player characters.
- nice animations for everything, particularly the soil puzzle, opening town square doors, and getting rid of 1st ghost.
- great root beer puzzle!
- all puzzles very logical and well hinted (but not too obvious).
- nice, consistant inv. graphics.  great root beer, funny cat.
- the end ending was funny and good, but the "first ending" was a bit of a let-down for the player perhaps.
- thanks to God?  that's all well and good, but not sure about including it there, and without giving any meaning (someone may take it seriously, someone may take it a joke, someone may be offended, etc).

COMMENTS WITH POSSIBLE SPOILERS

Spoiler

- lack of message when you take cig from ash tray, if you don't look at the ash tray and just hand, you'll never know what happened (which is what i did).  as opposed to city hall desk, where you see each thing you take, so there is no message.
- cool firecracker usage.
- great puzzle sequence that combines 2 puzzles for a single result (crumbs->ticket->wrench).
- definitely some amazing stuff you did, would be good examples or types for that puzzle guide scarpia's working on:

1) use scene-obj as place to put down other object.
2) put down object, leave room, come back, see results.
3) multiple object use that actually makes sense (syringe).
4) great example of inv on scene-obj to get new obj (dog-spittle).
[close]

Silly LN, I wrote the post to be as non-spoilerish as possible.  But if you insist, I edited it to only hide ones that were actually potential spoilers.
#85
1) Install progs, blargh.  Minus 300k later, I have a conveniant zip.  Sorry, I'm very opinionated about this, I rezip anyone's game who makes it a self-extracting EXE.

2) The first thing that happened (after the THX screen) was I got an illegal exception error.  I'll post it for CJ in the tech forum.
#86
GetRight is better than DA.... ::)
#87
Yeah, the difference between the two, it assumes the command already happened.  So it brought 4 points. ;D
#88
The question is, I suppose, never-minding the non-adventure state of the gaming market, is there a need for adventure games based on movies?  Perhaps the pictures will answer that question for you. ;)

But seriously, I think no commercial company nowadays would make (or would do a good job making) an adventure based on a movie, and that's unfortunate, because in the past this idea is rare and today you can imagine the potential of it.  And as for fan groups, any with the talent would not waste time on Hollywood.



#89
Bah.

GetRight, here we come.
#90
I'm not sure if it would work, but you could try just making your walkable area 99%.
#91
Looks interesting... gory... from the screenshots.  You may want to hold off your excitement for that 1 extra day so you announce it once it's actually uploaded ;)

I asked this in the past but what's with the lame orange smiley faces that are "chopped off" slighty on the bottom?  Can we get new ones?
#92
Everything that you tried before, try again.  It's so simple that it's stupid.  In other words, not very logical puzzle design.  Use your hands, then go back to each location.
#93
Well, do you know the SQ6 demo?  In the case of SQ6, it was a little story in the same location to prequel the game.

In my game, it will be a short pre-story that will setup a few things that don't really belong in the game.  In the game, you might say "well, what about this?"  Instead of putting it in the game where it doesn't contribute well to the flow of the game, in fact it even doesn't belong in the game intro, you can have a mini-game to tell that little bit of the story and get people excited for the full game.  Does that make sense?
#94
Thanks Quickstrike!  And now I just wanted to make a few closing comments to this thread.

The guy's image who I took to represent my character in the closing cutscene is the main hero guy from the Wing Commander movie.

Secondly, you'll notice the Dad's Creme Soda product placement :)  In all of my "larger" games I like to put stuff like that.  Abstract and Paint were too small to bother, but you'll remember in Night Of The Plumber I had 2 product placements (although they were much more hidden than in Claire).  You can be sure that any future medium-large games of mine will also have something similar in it.

Thirdly, I want to bring up an idea.  My next game (excepting if I release my one-hour "game" first), is gonna be huge.  I thought it would be fun to release not a traditional demo, but a demo with a small sidestory such as the SQ6 demo (wow what a great demo that was).  What does everyone think of that idea?  It's such a great idea, I'm surprised not many people do it.  Besides SQ6 demo, the closest I can think of is sorta like shareware arcade games, where you get Episode 1 and then when you buy it you get more episodes.
#95
QuoteAnd the cool-ass armbot manual you made

Oh yeah, totally SQ, gotta love it.

QuoteHaha. If you position Rode behind the Armbot, it looks like it's rubbing his crotch

LOL

Quoteand i hate how you for some reason love math puzzles....

well the math puzzle this time was hardly difficult.

- No messup on zip remake.  Good luck with your move.

- The ending.  It *was* bloody brilliant.  Nice ending closeup treat too.  Thanks for adding me to the credits even though I didn't do much!

Spoiler
- Great flexibility, using the string either first on the arm or on the broom.
[close]
Spoiler
- I was probably stuck where anyone else got stuck, not realizing there's actually another screen to the right!
[close]
- Well I hate to be picky (but I will anyway), so if you plan another update, you could make Rodekill not walk right through all the characters (you could also change the walkable area just a bit so Rodekill doesn't stand on the toolkit).  And I MSNd you of other stuff.

- I thought the solution to the MIDI would be just alt-tab and adjust it, but AGS lowers it for every room!
#96
To change the game language, run the file winsetup.exe and change "Game Language" to "Game Default".

- My soundcard is an also sorta old SB Live Value.
- The other resulting problem then is that sound effects are awful loud
- Nice cursors
- Great pdf extra (again!)
- I'd have something great to say of the ending but I'm not quite done yet  ;)
- Rode's games always get to me, I reach a certain point and then I'm stuck good (same with orig. Rodekill game)
#97
YAY!!!  ;D

- Great cartoon graphics, very stylish, very professional
- Great attention to detail, (screen displays, rusty's ears)
- Cool doors opening (I think I know your problem)
- A funny story and dialogue and messages
- Might be nice for the 3 hallways screens to be 1 scrolling screen
- Midi volume too quiet, no sound control
- Brilliant GUI and inventory!!
- Puke-O-Meter "gimmick" good idea for game (no yellow? ;))
- You forgot to disable tab->inventory
- Some incorrect apostrophe usage
- pig latin translation file doesn't work for me
#98
Good grief, this game had more bugs than I care to mention.  Um, and I got no music  :(  The two downloads on the download thread confused me as well (by the way, you should edit your post and put the link here, since this is the games forum, and not in the MAGS thread).  Maybe if you fixed just a few things it would be way better!

But, I liked the character animations and some of the backgrounds, so great job on those!  (Or maybe the praise goes to Earwigz).  There's also definite potential in the story, it could have been developed just a bit more what with the time-agents thing (time-rippers, anyone?)

Now let's see if I can actually make a post without editing it.
#99
Yup.  Well, in the intro to the game it sets the stage that the solider player character is in the country Iraq and holed up in this base.  And it talks about the war, and in the closing scene it talks more about the war.  So, um, yeah, that does it for me  ;D
#100
Thanks Barcik, that's a big compliment to me!  I will make a full-length game, which will be my RON game.  It will have the same cinematic style as this game (except better), and it will actually have much more "game."

Alright, I'll de-mystify my above post just for everyone's clarity.  The celebrity is Aki Ross from the Final Fantasy movie, except she's disguised as Claire ;)  That's not exactly what the rules meant, I think, but the rules did say "in any way" so there you go.

As for Maria and Ed, they're just pics I grabbed off the internet.  Can anyone identify whose pic I used in the closing cutscene?  ;D
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