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Messages - SuperDre

#42
AGS Games in Production / Re: King's Quest IX
Wed 14/07/2010 17:03:34
Quote from: TerranRich on Wed 14/07/2010 16:24:17
Infamous Adventures and AGD Interactive released their remakes just fine without much hassle, IIRC.
Yep they released their old remakes, but aren't allowed to release any new remakes if they decided to do one (just check their site).
#43
AGS Games in Production / Re: King's Quest IX
Wed 14/07/2010 08:36:53
You're kidding right? You know they already had problems releasing their own game, so you might just stop as surely you won't get permission to release this (especially as it seems to use artwork from the original games)...
#44
AGS Games in Production / Re: Over the Edge
Wed 14/07/2010 08:34:27
Looks amazing, can't wait to play it... hehe..
#45
That's great news, I'd rather play a newly designed game by you (even though it might have some of the plot)than a remake of PQ2.. Looking forward to the new ideas and newly added content..

New backgrounds look great (altough the homicideroom looks a bit off, can't tell you exactly why)..
#46
Quote from: Ascovel on Tue 06/07/2010 12:09:29Really, the more you'll be teasing people about the game, the more people will get interested in getting the full game later.

but what's the use of a demo for a game that is already free and almost done.. It's better to spend that extra time on polishing the game.. If it where 6 or more months away and it would only take a few hours to create and package the demo, I would say, ok go for it..
Personally the screenshots are enough teasing for me, even if I have to wait another 6 months..
#47
Quote from: Mouth for war on Sun 04/07/2010 15:26:06
Thank you :) I did have a demo for it a while back but I've made improvements since then and the site that hosted that file deletes files that hasn't been downloaded for 30 days or so. Now the game is about 200 mb large and I'd think it's difficult to create a demo from the entire game (with all global variables etc.)? The demofiles are long gone too I'm afraid, but I hope you'll play this piece of cr...fabulous game anyway :D

As it seems you aren't going to sell the game anyway, there is no need for a demo, just finish it and release it.. if you do want to sell it, you do might think of a demo.. hehe..
#48
AGS Games in Production / Re: Police Quest II
Sun 04/07/2010 15:42:22
Quote from: theRedPress on Tue 22/06/2010 05:10:55
That was in regards to them licensing an original game, it wasn't a remake and they had a previous contract with Vivendi, so it wasn't like they were under the radar or anything.

The fact you say 'under radar' gives me the impression you are still going to release this PQ2 remake, which can get you in serious trouble.. Also 'an original game' is less likely to be a problem (as it's much MUCH easier to just rename the characters and redesign a few locations which look too much like the original games), but a remake is a complete other business, especially since Lucasarts is having (financial) succes with their new MI remakes. It's could be that Activision is doing their own HD remakes of any sierra game (which would be great IMHO)..
Just don't go publishing something for which you know you down have the rights or permission. So get permission first, instead of just sticking your head in the sand and hope for the best.. The team of 'Silver lining' now have reach an agreement with Activision and have a new license, that's the way to go..
#49
and again, it still looks absolutely great.. looking forward to play it...
#50
Completed Game Announcements / Re: rein
Sat 26/06/2010 17:11:47
looks great will try it soon....
#51
Looks promising.. But you will have to replace all 'ripped' graphics with your own before even thinking of releasing it.. Also I personally wouldn't touch the 'Indiana Jones' character purely for the reason Lucasfilm might prevent you from releasing your game.
Why not rewrite the character a bit so you won't have these kinds of problems.. Also creating your own character (even if it's loosely based on a character that already exists) makes it easier for creating other kind of mediastuff.. Remember, Indiana Jones itself is based on stereotype characters from the 30's-50's movies (hell after seeing a compilation of old movies somewhere on the internet, a lot of the action has just been copied over from those serials, so Lucas wasn't original anyway)..
#52
Quote from: Pablo on Mon 17/05/2010 01:17:15In fact, this suggestion goes to all adventure game developers who want to include dying as a possibility in their games. Dying was never a good design point in adventure games. Sierra developers made a mistake! Don't make the same one.

I personally disagree with dying being a bad designpoint in adventure games, I do agree with your solution of continueing before the dying point.. I'd rather think let the player die instead of saying "oh no that's to dangerous I might die, I won't do that" just let the player make the mistake and die.  What I really think is bad design is letting the player play through the whole game and only finding out at the end it forgot something on screen one so he/she can't finish the game (and therefore make all savegames worthless)..
But as I said, if you do add dying to the possibilities, make sure you restore the player to the point before dying and not let the player rely on his/her savegames (unless you have an autosave function or something like that).
#53
got these 2 errors with the current build (you really should number the builds, that's a mistake that happens a lot around here, they always keep the same filename so you never know which build you are downloading or if you have the latest build)..

(in room 3): Cannot load ambient sound 1
(in room 1): Warning: ChangeCharacterView was used while the view was fixed - call ReleaseCharView first


I agree about the comment made above here about the 2 button interface.. Also I would suggest having 'tooltips' when you hoover over a spot, most games have it these days so you won't have to pixelhunt (which is very annoying)..

I also hope you'll expand this 'test' as it looks great and could make a great game..

Keep up the great work..
#54
You guys make a great team.. Loved Ben's graphix as always, and also loved the voice acting, very well done.. Some lines weren't voiced BTW..
Looking forward to your next games..
#55
You guys made a great little adventure.. and I love Ben's graphix again.. keep up the great work..
#56
Quote from: Mark Borg on Mon 12/04/2010 17:13:27
I've made some nice death animations for the character now and a GUI 'You have died' window which is displayed on death, thats all working well.

If it's possible, make sure the player is 'restored' before he dies, so it's not necessary to keep saving..
#57
And yet another one..  Thanx for putting in hints in the game about opening the triangle door..as always I had to use the hints & tips sadly again for 1 point
Spoiler
hiding behind the vehicle
[close]
As always I love the graphix and the atmosphere of the game...

thanx again for this great game, looking forward to playing 'Hope'.
#58
How about splitting the gamedata from the exe, and create other runtime versions (for other platforms).. especially since there are more and more other devices out there which are great for playing adventures.. How about a runtime version which let's you select the particular game you want to play (or you can even do an 'Adventure'Store much like the AppStore/android market from within the runtime), have games in their respected subfolders, and even manage stuff like updates.

Starting with Windows/linux for setting up the whole framework would be great ofcourse.

Keep the editor for .NET only ofcourse, but the runtime multiplatform (well you already got a linux port).

Another thing that would be great (and has been mentioned on the board some times) is letting AGS become part of ScummVM (well at least for the older versions so they are playable on windows too instead of dos only)..
#59
this looks really great, love the graphics..
#60
haha.. this looks funny..
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