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Messages - Rex Mundane

#61
Alright, here's mine, and my first actually finished within the hour too, I think

There's supposed to be a plot that ties in with the stupid nonsense I keep going back to, with Shoes that destroy the world and an angry smiley face, and damned if I could be bothered to make sense of it. Well, that'll learn me I guess. Go play

http://dl.dropbox.com/u/1410300/Curse%20of%20the%20Painter.zip
#62
Alright then, unless I've miscounted, as of... *checks watch* right-now, here-standard-time, the score totals are:

Akatosh - 0
SteveMcCrea - 1
Magma42 - 2
FSi - 2
Bici - 3

Think we're waiting on FSi's vote, but barring a sudden upset (or how long is voting kept open? been 48 hours) looks like a winner am Bici so far.
#63
Managed to finally download it Dual. Art was nice, but can I ask, why all the anti-semitism? seemed a bit excessive.
#65
Dual, getting a 404 when I click the link, so with no game to review I can't really score it. The following opinion is subject to change if its earth shattering stuff, however.

bicilotti's thing with the triangle - Broadly liked the idea, graphics were weak but interesting implementation of the central puzzle. Would have helped if I could have referenced the note in the beginning again after reading it in the intro.

akatosh's Futurological Chronicles - Um, hm. I don't know anything about the book so... I guess its accurate? Or not, and that was the point? Its, um... very emoticon-ish.

fsi's Futurobots - Is it possible to win this? I'm pretty sure I've gotten every possible pixel on the floor red, and got a score of 1000 before accidentally breaking it by hitting tab. anyway, like the idea, music's cool.

kweepa's Valet - I gather I'm not supposed to die at the end, and as such don't know how I'm supposed to win this. nevertheless, like the art, the camera-puzzle, and I'm sure the part of the game that I cant work out that allows me to survive reactivating the robot is pretty nice too, whatever it is.

Vote kweepa.
#66
Mine is late, owing to me trying to do too much that I hadn't done before. If its disqualified, then thems the breaks, but I just wanted to finish it anyway.

Behold!

http://dl.dropbox.com/u/1410300/Future%20Ho.zip
#67
Kweepa - The art is okay, dont know what the point of the cop and the storekeeper are if they don't affect the game. Not sure if its a bug but, if I buy the card and the flowers, why do I only give her the card?

Wyz - Like the graphics, but very short, kept thinking I was supposed to move the lamp to the other side of the desk, should have known I had to talk to the telephone I suppose.

bici - Like the idea of a minigame, but the point wasn't really explained very well. plus the random movement is kinda cheap, I dunno.

Bulba - Best Art, multiple endings, more interactions. Cursor hotspots a bit bugged I think, but otherwise great.

I vote Bulba
#68
Okay, here's my little mess, late and lame as ever. Dont know if it disqualifies me but whatever.  Hope this link works better than my last one did.

http://dl.dropbox.com/u/1410300/Heart%20Attack.7z
#70
Wow I'm lame. Watching the video, looking at when you show the IRC, seeing my name, I actually said, aloud, "Hey! That's Me!"

Cool video otherwise. I may have to try one myself. Actually that may be an idea in itself, like if everyone participating could livestream their screens with camtasia or something. Would add a whole nuther absurd level to the enterprise.
#71
Quote from: bicilotti on Tue 02/02/2010 20:48:44
The letter S: fun, this game actualy got me stumped for quite a bit (remarkable, being an hourgame). The fact is I am still stuck and I don't know what to do :(

...how can you possibly be... I mean I didn't make this complicated. Get booze, give booze to fish to get stick, use stick on shoe to obtain it, use shoe on smiley to make him go away. I seriously didnt think i overcomplicated it.
#72
The Ess Game - A simply brilliant realizaton of Hegelian philosophy, where you, as a perambulatory phoneme, find yourself locked within the monochromatic room of your own indifference, knowledgable that there is only the emptiness of space behind it, leaving one with nothing but the power of observation, through the window of our soul as it were. And it is through that window that we see our saviour from this self-imposed madness, the eye itself. And as the Eye tells us, it has been waiting for us to make this realization, so that it can take us, here represented by the letter S, on a Magical Journey indeed. However, I have to deduct points for the completely unwarranted anti-semitism.

Mony Rule$$ - A successful indictment of capitalism, where money earned is only consumed by machines, and the only keys to success that it might bring only open bricked over doorways. Only through realization of this can we open our final reserves, take the symbolic power represented therein, and become the Ubermenschen (supermen) that we are meant to be. I must admit that the 20-minute finale which consisted of a reading from Marcel Proust's 'A La Recherche Du Temps Perdu' to have been, perhaps, too musical, I felt my soul enriched by the experience nevertheless.

Domithan Quest - The timeless tale of man's struggle against snake, journeying into the frozen hellscape of Syracuse, the taking of that frozen water which taunts you so, and rolling it into a ball, such that when we return, the prodigal son facing the snakes of our past in the house we see as all too generic, we can realize what a fully futile game the entirety if the endeavor, and indeed life itself, truly represents. Unfortunately, since the game's main character was stolen bodily from my own (through use of a time machine, apparently, as mine was not upladed until 25 inutes after yours) a conflict of interest prohibits me from endorsing it.

Vote goes to Vukul's Money Rule$$. In all realness, better art, more interaction, better part of effort put in that hour. Cheers.
#73
I'm a little late with this, in fairness I'm sick as hell and had to take a phone call. Hopefully this link works.

http://www.mediafire.com/?5zwymfzzjwh
#74
Watched this last night, figured the flu wasnt gonna let me sleep so what the hell else was I going to do, glad I did, loved it. He did Phantasmagoria 2 a while ago too, that was cool.

I wondered for a while why FMV games never really worked by and large, and Ripper is conceptually the sort of thing that absolutely should have worked with the budget it had and the talent behind it. Course, actually playing it (or for the sane among us, watching someone else play it) its kind of obvious why it didnt, and of all things it's not just the acting. I mean alot of the time, yeah you can chalk it up to that, but hell, Walken's a damn fine actor, so you know that for something like this to happen there's just an utter absence of direction.

Not just with the acting, I mean this isn't more than a paycheck for nine-eights of the cast and its not completely their fault, really, but the execution of everything, from the inexplicable sliding-tile door locks to the unnecessary ten screen walk just to get to the only useful room in the hospital. Hell theres more than a few bits where they'll just screw up the line (and I'm thinking of a glowing burgess meredith in particular here) and instead of reshooting it, they just keep it in the game like that. Games like this elevate indifference to an art form, really.
#75
Hi. Been aware of AGS for really the better part of a decade, always wanted to make a game with it, never actually had the discipline to actually bother going through with it until the last month or so. Working on one at the moment based on an idea a friend gave me centering around a sort of Superhero PR agency. Handling the coding and writing well enough, and apparently have yet to realize that I can't draw to save my life. Used to write reviews of Adventure games for The Inventory, if anyone here remembers that old e-zine from five-ish years ago. Um... okay to wrap up I'm 27 and live in Merryland, You Essay.
#76
Got the PM, yes, and that did end up fixing things. Knew it had to be like one little thing that I didn't know to look for, many thankings.
#77
I'm having a hard time trying to create an inventory bar at the bottom of the screen, and I have no idea why. Have the GUI and the inventory window set up, I think, but for some reason I can't seem to interact with it, or rather can't in the way I think.

Interface is set up using the BASS module from here such that left clicking on the item should make it the active inventory item to use and right clicking will look at it. Right clicking does what it's supposed to, but left clicking does not.

Here's where I'm getting confounded really, I've tried debugging and setting a break-point in On_Mouse_Click in the GlobalScript file, and the damn thing it that, while the break does stop the debugger while clicking around the room, it does nothing when clicking on the inventory bar. In fact, having commented everything out of the On_Mouse_Click function, I can still right click on the item and look at it, but not select it.

I'm sure I know what command to use (player.ActiveInventory=the item I'm clicking on in the inventory window, I think) but mainly, due to an inability to understand how I'm managing to right-click and look at things in my inventory when, as far as I can tell, clicking at all shouldn't do anything, I have no idea where to put it.

#78
Oh now, that Tween looks particularly useful. Much thankings, Dual.
#79
Well no, yeah that gets it to appear and disappear, not just putting it at the bottom but specifically I was hoping to be able to get it to scroll up and down visibly instead of just *snap* there it is. What I've got works, but it just, I dunno, feels like I've done something the hard way that must be simpler than I'm thinking.
#80
While an excellent piece of work, it occurs to me that as an Adventure Game background it has a minor problem, is its not exactly clear where the foreground area is exactly, as the line seperating the foreground and background areas is, due to the softness of the colors I think, fairly indistinct, and theres no sort of color-cue that distinguishes the hill the player would be standing on from the hill in the background.

Now I'm crap at art so you'd be absolutely right to ignore me, but what I'd consider doing would be to make the shade of green on the crest of the hill just a touch darker to sort of more clearly separate the foreground from the back. Also, and a very minor thing, but the signpost doesnt seem to cast a shadow... and now that I'm thinking of it, bit of an odd place to put one isn't it? In front of a small, nondescript house?
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