Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Seleceus

#41
Quote from: IceMan on Wed 13/07/2005 10:24:09Seleceus: I had the credits bug appearing too, but only when playing it in 640x400. The bug shouldn't happen if it's on 320x200.
Unfortunately my current video card (which is built into the MB) doesn't support the lower resolution.  As long as it works in the proper resolution, everything's tight.
And yes, the voice pack sounds good.
#42
I must say:  Well Done!!!

I've only played through one ending, but I'll check the other one out tomorrow.
One bug, that I've noticed:  The ending music credits are a bit squashed in appearance, and can't be read.
#43
My namesake, and original D&D character, would have quite a lot to say about this matter, but I'll paraphrase.

Quote from: KinokoWhy is the RPG community on the internet so utterly lame?!
That's because they are!  The majority of online game communities, in general, are dominated by immature (NOT to be confused with YOUNG) people.

QuoteI realise that most people think of RPGs as the old tabletop games and games that follow that style.
There is a very good reason for this:  Many of the computer-based RPGs have all but eliminated the PC-NPC interactions.  Role-Playing, by definition, requires you to take on the personality, knowledge, and emotions, of another, usually fictional, character, not just the physical, or meta-physical, attributes.  The instant you remove the 'ROLE PLAYING' from RPG it no longer means anything, and you're left with a combat-adventure game. 
Now, I'm not going to argue symantics, or make a blanket statement about all the games that claim to be RPGs.   Some online games, as well as console, show aspects of role-playing.  But for the most part, I've seen better dialogues, and decision trees, in games made right here, hence...
QuoteMost forums are completely dedicated to online role-playing and campaigns,...

It's quite an undertaking to make passable NPCs with code.  The AI (or Expert Systems) logics become rather large, and unwieldy.  Just imagine the text parsing for every means of saying something, then factor in attitudes, body language, prejudices, and personal comprehension.  For that you really need a live, thinking, human being administrating your game.

I really wish I could help you, in your search.  I gave up mine when I realized that no amount of binary assistance was going to fill the void.  The days of paper, pencil, and dice, are probably gone, except perhaps for a few of us dinosaurs. 

Maybe your answer lies in starting your own.  Just a thought.

#44
General Discussion / Re: New competition idea!
Wed 20/04/2005 17:04:54
Quote from: Pablo on Wed 20/04/2005 16:50:49
Is there really nobody else who's interested in drawing comics? :-\
Quite interested actually.  I only now saw the thread because I don't usually watch the General Discussion.
#45
Thanks for the great response, and all of the very cool entries.  A lot of nice work going on here.  Looks like this competition might stick around a while.

It's late here so I'm not going to beat around the bush:
The winner for this Animation Competition is Stefano.  I was in stitches!

Anyway, Stefano, it's up to you for the next one.  Cheers.
#46
Unfortunately I had to help out my brother-in-law yesterday, so I wasn't able to make it.

But enough excuses:  Congratulations to the winners (it's well deserved), and a HUGE 'Thank you' to Al_Ninio, for posting the transcript so that we could all catch up on the fun.
#47
Quote from: Erwin_Br on Thu 14/04/2005 18:55:04
Anyone read 21 Adventure Tips by Bill Tiller and Larry Ahern? Link:

Actually, yes, I have, and found it very good too.  As a matter of fact; it was one of the unspecified articles I was referring to, in my earlier post (even dropped a link in for good measure). 

#48
DanClarke receives my vote, as well.
#49
Ok, folks.

I guess I'm confused.  I wrote the rules (basically copped out) and left it W--I--D--E  open, to let the imagination run free.  As long as the tree has the starring role, it fits the rules.  Haven't seen one, yet, that I'd disqualify.  Call me liberal, call me crazy, but the whole idea is to practice our art (or lack thereof) and be creative.  So, okay, we're there!  I'm liking it anyway.

Quote from: Reptile on Sat 09/04/2005 14:38:14
Tell me whata'll think, my first time too.
I think you've done an admirable job, for a first shot.  Only crit I could think of, for this particular anim:  Put the flying objects closer together, timewise.  In other words, don't wait for one piece to leave the frame before moving the next.  It would have better flow.  But still, a great job!

By the way, everyone, this is becoming rather difficult to choose a favorite.  Keep it up.

-Sel
#50
Basic Rules:


  • A sprite is supplied, with a theme.
  • Participants must use the given sprite for their animation.
  • Each competition will last 11 days.
  • The starter of each competition will decide on the winner.
  • The winner, who will decide on the next competition's theme, must also supply a sprite.
This Competition's Specifics:

A Tree:

...really!

...that's it!

...I'm not kidding.

This tree can do, become, have done to it, anything you want, as long as it's still 'mostly' tree-like (or at the very least, wood).  Be imaginative, I'll be expecting it.  Don't let physics, covention, or reality slow you down.

I've taken the liberty of doing the obvious (boring) one just as an example:

#51
I'm honored, if not a bit embarrassed by such high praise.  Anyway, I shall spend the remainder of my evening coming up with, and posting, the next competition, and sprite.

Thank you again.
#52
definition of 'game': noun :  An activity providing entertainment or amusement; a pastime from dictionary.com

Adventure games, as ANY other games, have only ONE fundamental rule:

It Must Be Fun!!!!
[/b]

After that, I think anything that stays consistent with your storyline, graphics style, and genre, are cool.  I've seen lots of articles that try to disseminate what makes a good game.  Well, it's just not possible to do.  Just like any art form, game appreciation is subjective.  Some folks will like wordy, brain-bending, puzzles, others just want to shoot the crap out of something, and others just want to laugh themselves silly.  Who's game is better?

The better question would be:  What game are you better at making?

All of that being said, and with any luck at all, I will try to make some usefull suggestions that have nothing to do with style.

  • GUI's MUST be intuitive.  Don't make the player guess.
  • No matter how many times you test it, have others play your beta.  Nothing is more frustrating than a game that doesn't work right.
  • Check your spelling/grammar, or have someone else do it, especially if you're not a native speaker of the language that you are translating to.  You can often say things you don't want to.
  • If the chance exists that the player character will perish, warn the player early, preferably before play starts.
As far as puzzles go:  Make them suit the game.  A comic farce deserves stupid, pun-filled, tongue-in-cheek, puzzles, as much as an epic quest should have some quite tough riddles.  There are some great articles over on Adventure Developers (here) on puzzle theory, and implementation.  I think they sum it up better than I can.

Seeing as I'm in the same stage of pre-production, that it sounds like you are in, I hope this makes a good start.

-Happy Creating
#53
Well, ladies and gentlemen, I have finished this game.  Yesterday, as a matter of fact.  Great praises at AD, and the Underground, convinced me to give this one a look/see.  It took me about 6 hours, and no help, to get through.

This being the first WM game I've ever played I don't want to mix my opinions of the game design, with engine issues.  If I do so, and one of the designers happens to read this post, I apologize in advance.

What I saw, at first, impressed me.  The background graphics were detailed, visually interesting, and well planned with one another.  I didn't see a great deal of effects, color clashes, or the ever-popular 'let's hide the hotspot'.  That's right, not once did I have to go pixel-hunting.  Not every object was easy to spot, but neither was it hidden.  The character sprites had a distinctive style that didn't do much for me, but didn't detract from gameplay either.  The only real complaint I might have is that all three bears, in the story, are about the size of border collies, comparatively.

The music was not anything mind-shattering.  Unobtrusive, melodic, and generally pleasant, but it was nice that it could be turned down, which, after a while, I did.  So, there's not much more to say on that subject.

Story.  The ever allusive plot that ties it all together.  How many 'truly' unique storylines exist anymore, anyway?  Well, I don't want to spoil anything, so I won't go into details, that's going to leave this paragraph wanting, but there you go.  The story was as tried-and-true as they come.  Orphan child goes on quest, finds long-lost past, completes quest, gets the reward, end of story.  Contrite, yes, but the best I can do without ruining it.  The only major downfall, of this particular telling, was the lack of  utilizing the bits of plot, and plot-twist, that it seemed to be set up for.  Quite disappointing.
Spoiler
You don't even need to get all of the amulets, and the end of play actually comes rather abruptly, followed by a long, and predictalbe, Outro.
[close]

The english dialog was very decent, particularly for a translation.  If I found any grammar errors I don't remember them (kudos).  I found that it made sense that every topic could be discussed with every character.  Not something you typically see, at all.  Although I felt that they missed a bit here, as well, in that it could have been the perfect means in which to build the characters.  They already went to all of that work, but didn't take advantage of it.

Now the puzzles.  If anything disappoints, it's these.  At least half of them anyway.  Get inventory, give inventory, get inventory, give inventory, combine inv...., you catch my drift.  Through the first 2 chapters, that's all you get.  And those are dreadfully obvious.  It gets better though.  There are some very creative puzzles (torn paper that needs reassembling, riddle + clues + object placement + twist (loved this one), and a very good placement + riddle with lots of running around to get clues once you figure out the key) near the middle, and end, of the game.  I'm glad I didn't give up on it, I would've missed those.  Just wish there were more. 

If I agree, or disagree, with MillsJROSS on most of his points, so be it, but I will say that  'Sappy' does seem to wrap it up best.  Very, very, playable, but sappy.  This said I do hope they make more.  They're good designers, and good for the community.
#55
Good topic, Neil!



Just to clear confusion:  John is simply backing into a men's restroom.  Oddly enough, I actually know someone that gets embarrassed doing this simple act.  That's why I did this one.
#56
If, after reading all of the recommendations for learning HTML (to which I would also suggest), you are still looking for a simple editor, check out 1st Page at http://www.evrsoft.com.  It's not WYSIWYG but, it's free, has three user modes (easy, expert, hardcore), and comes with a large bundle of scripts and plugins.  I also would suggest TextPad, instead of Notepad, for direct editing.  Shareware, but cheap.
#57

Just for the sake of brainstorming.  Did a little photo chopping, then filtered the living daylights out of it.  It could use some more clean up to sharpen, and maybe anti-aliasing, but you can see where it's going.
#58

It's a San Francisco type alley.  For those of you unfamiliar with the city, there's an extreme hill at the far end of the street, hence it looks like it leads to open sky.
Not really where I would like it, but it'll do  for the deadline.
#59
I, too, must add by accolades for this game.  Another very good sequel to a series that appears to be improving some aspect of development with each episode.

Keep up the great work, and thank you.
#60
I must cast my vote for lo_res_man:  I find the simplicity very appealling.
SMF spam blocked by CleanTalk