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Messages - TheJBurger

#201
General Discussion / Re: Skepticism
Fri 05/12/2008 02:35:01
Quote from: MrColossal on Fri 05/12/2008 02:02:57
TheJBurger, in Exodus god says to honor the sabbath he then says, in Exodus whoever does work on the sabbath to kill them. That sounds very "Do" to me. In Numbers some dudes find a guy picking up sticks in the sabbath and the whole town kills him. Imagine if he was also not honoring his mother then! I understand that that is what you were taught, so how do you reconcile what your were taught and what the bible says to do to someone who gathers sticks on sunday? No disrespect, I just never get to ask people these questions and these are the big hurdles I have to over come to understand faith.

Sorry, I don't know if I can give a full answer, because I myself am not that constituted with this kind of knowledge anyway.
From what I remember it has to do with Jesus terminating the old creation (1 Cor. 15:45, Jesus being the last Adam). I think--don't take my word for it--this means that the believers do away with the old practices because they have God's life within them.
Quote
2 Corinthians  5 : 17
17 So then if anyone is in Christ, he is a new creation. The old things have passed away; behold, they have become new.
Verses that I think are related (stolen from a website!):
Rom. 6:6; Eph. 4:22; Col. 3:9; 2 Cor. 3:14; Heb. 8:13; Matt. 9:16-17; 1 Cor. 5:7-8; 2 Pet. 1:9; Heb. 1:11;
#202
General Discussion / Re: Skepticism
Fri 05/12/2008 01:54:38
Quote from: MrColossal on Fri 05/12/2008 00:11:10
What does the bible suggest the punishment should be for breaking one of those commandments?

I was taught that the 10 Commandments shouldn't be seen as a "Do or Do Not List." You can interpret it that way, but I doubt you'll find it useful.

Instead, (someone told me to) interpret it as God showing us that we are imperfect, and hence sinful, because it's impossible to keep all the commandments. Every time you disobey a commandment, you are reminded of your sinful nature, and thus reminded that you need God.

It goes hand in hand with sinning and repentance. The idea is not to try and be a good little boy, but instead receive God.

Sorry if that sounds preachy, it wasn't meant to be.
#203
I think your image might be broken. Or it's just me.
#204
Thanks for sharing. I really liked it. Makes me wonder why I stopped regularly checking homestarrunner.
#205
General Discussion / Re: Carrion Re-Animating!
Sun 30/11/2008 00:21:35
Still receives an error on launch (although no errors in setup):
Probably just some problem on my part.
Quote
---------------------------
Error
---------------------------
#Error: System.Reflection.TargetInvocationException

Exception has been thrown by the target of an invocation.

   at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)

   at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)

   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)

   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)

   at netz.NetzStarter.InvokeApp(Assembly assembly, String[] args)

   at netz.NetzStarter.StartApp(String[] args)

   at netz.NetzStarter.Main(String[] args)

System.InvalidOperationException: This resource could not be created.

   at Microsoft.Xna.Framework.Audio.AudioEngine..ctor(String settingsFile, TimeSpan lookAheadTime, Guid rendererId)

   at Microsoft.Xna.Framework.Audio.AudioEngine..ctor(String settingsFile)

   at BMXEngine.BMXAudioSystem.Init(String audioEnginePath, String waveBankPath, String soundBankPath)

   at Carrion.MainStates.IntroState.Enter(GameTime gameTime)

   at BMXEngine.State.Update(GameTime gameTime, Stage stage)

   at BMXEngine.StateMachine.Update(GameTime gameTime)

   at Carrion.Game1.Update(GameTime gameTime)

   at Microsoft.Xna.Framework.Game.Run()

   at Carrion.Program.Main(String[] args)

Using .NET Runtime: 2.0.50727.832

Created with .NET Runtime: 2.0.50727.3053
---------------------------
OK   
---------------------------

#206
General Discussion / Re: Carrion Re-Animating!
Sat 29/11/2008 21:06:03
I tried to play it--as it looks very enticing--but I get some silly error.

It's big!
Quote
---------------------------
Error
---------------------------
#Error: System.Reflection.TargetInvocationException

Exception has been thrown by the target of an invocation.

   at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)

   at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)

   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)

   at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)

   at netz.NetzStarter.InvokeApp(Assembly assembly, String[] args)

   at netz.NetzStarter.StartApp(String[] args)

   at netz.NetzStarter.Main(String[] args)

System.IO.FileNotFoundException: Could not load file or assembly 'Microsoft.Xna.Framework.Game, Version=2.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d' or one of its dependencies. The system cannot find the file specified.

File name: 'Microsoft.Xna.Framework.Game, Version=2.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d'

   at Carrion.Program.Main(String[] args)



WRN: Assembly binding logging is turned OFF.

To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.

Note: There is some performance penalty associated with assembly bind failure logging.

To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].



Using .NET Runtime: 2.0.50727.832

Created with .NET Runtime: 2.0.50727.3053
---------------------------
OK   
---------------------------
#207
I immediately got the Miyazaki vibe from the startup screen, so I guess that's a good sign.
Graphics are nice, but I'm wondering why you switched between resolutions, as I'm sure it couldn't have been unintentional.
I like the puzzle design alot but I'm kind of stumped right now.

I am stuck
Spoiler
with the chickens, still don't have the feathers, pot, or fabric--still trying to figure out how to read--
[close]
but I'll post my current comments:[/s]

  • Love the "Objective" and "Items acquired" drop down menus and sound effects. It helps add meaning to every mundane action you perform that furthers the plot.
  • I don't like how Inessa must say "I can't do anything there" when clicking on nothing. It's slightly unnecessary.
  • It would be simpler if the inventory did not pause the game when opening it and just acted as a slider menu (like old Sierra P'n'Click games). I don't see the reason you require the players to click "PLAY" again to proceed. It's kind of cumbersome.
  • I think the interface could benefit from an alternative way to use verbs, such as right clicking, or keyboard shortcuts. Right now, it's a bit of a hassle to switch between verbs and go back to the hotspots over and over.
  • It would be nice if the ASK menu went back to itself after selecting an objective instead of going back to the dialog menu.

    BUGS:
  • You can select a blank objective from the ASK menu before getting the "Learn to Read" objective.
  • Clicking "back" in the ASK menu does not remove the ASK gui.

    EDIT:
    Finished it.
    Spoiler
    Loved the overall idea and atmosphere, but yeah, the story doesn't resolve itself, even in the slightest bit.
    [close]
#208
Haven't had time to read through the whole thing, but there are some hilarious gems in there.

This post: http://www.doublefine.com/news.php/site/comments/ive_been_saving_this_cake_for_ten_years/, also from his blog, is an interesting read for Grim fans.
#209
I think the scale could be improved. Right now, the buildings look really tiny because of the new figures. My suggestion: move the figures REALLY close to the foreground, and push the city back towards the horizon more.

I was thinking more along the lines of these:
Warning: resizes your browser. Maybe: http://www.intothepixel.com/artwork-details/w2007_city_17-half_life_2.asp
http://ryanchurch.com/ryanchurch_image011.htm
http://ryanchurch.com/ryanchurch_image019.htm
http://ryanchurch.com/ryanchurch_image018.htm
In those pieces, notice how the use of the foreground (and the figures) helps create distance, scale, and atmosphere.

Ryan Church is a guy who does concept art for Star Wars and a lot of films, and many of his pieces revolve around this kind of scale (small tiny people, large stuff in the distance, technology looming in the sky, etc). Feel free to take a look at his work.

Oh--and Happy Birthday!
#210
Some comments:
- If you haven't, try working out through the thumbnail stage first. Get something that looks good (the big picture--not the details) and then blow it up to work on.
- Think about adding a foreground. In particular, try to put some human-sized elements so the viewer has an idea of the scale in the background.
- Overall, you've got a good use of light/dark in the image, so that helps distinguish the objects. The atmospheric perspective looks nice.
- I think the composition could really benefit from some strengthening, but unfortunately I'm not skilled enough to offer any solid advice. Try looking up 'post apocalyptic' on google, and that might give you some inspiration. It all depends on what you want the key elements to be in the image.
- I think you would benefit from being a little less 'messy' and more controlled in your brush strokes. Also, it might help to use fewer changes in value. You can get the same look across, except with less gradation, and have a much tighter look to the image.

Hope this helps. If I'm not clear enough, let me know and I'll answer any questions
#211
General Discussion / Re: Close call...
Thu 30/10/2008 16:08:10
Quote from: Buckethead on Wed 29/10/2008 13:19:32
I have moments like these all the time during driving lessons   :=

You'll continue to have moments like these after driving lessons too.  :P
#212
General Discussion / Re: About Dreams...
Thu 30/10/2008 02:01:31
Whenever you are being chased by someone--that's usually the only time that you are unable to run.
#213
Idea - Snarky. I like the idea of an endless root system that perhaps leads you deeper into something alive.
Composition - Geraduatuza. Nice use of differing layers and levels to create depth.
Functionality - Coconut Shuttle. The character can easily stand on the foreground platform, leaving the rest of the background for show.
Technique - Geraduatuza, with Snarky being a close second.
Atmosphere - Geraduatuza. This really reminds me of a scene from Call of Duty, and the lighting is captured great.

Great first entries by Coconut Shuttle and Geraduatuza! Nice job, guys/girls!
#214
Snarky: that is an excellent suggestion! There were times in Trilby's Notes (just to pick one example) where I inadvertently skipped dialog because I would type just as the message popped up, only to miss what was said.

The only current way I can think of to fix this would be to just turn off the auto-disappear option. However, I wouldn't consider this an adequate solution because of all those times where I just feel like sitting back and watching a cut-scene.

On the topic of conversation logs:
In any games that I have played that do keep a conversational journal, I don't think I have ever enjoyed going back to read dialog that I've already had. And if it would be required for a puzzle, I think that would just be tedious.
#215
AGS Games in Production / Re: Boryokudan Rue
Mon 27/10/2008 18:09:36
 I have never fully played Future Wars or Clock Tower, but I'm sure I've glanced at them in the past. I can't say that the graphics are inspired by them, though. Thanks anyway!

Quote from: Revonx on Mon 27/10/2008 17:00:29
Looks great, are the two stories related?

Revonx

I sure hope so, because it kind of wouldn't make sense to include two completely unrelated stories. But then again...
#216
I grew up playing games that I had to "share" with my three brothers. Certain console games only allowed 3 save slots, so it had to mean one of us (out of four) couldn't play the game.

Or even worse, other games would only have one save slot, meaning that only one player could play the game and the rest of us would have to watch until he beat it, and then we finally got our turn.

Initially, in La Croix Pan, I was going to redraw over the default save GUI, but then I realized: this game is so short, and some people aren't going to save at all, so I reverted to quicksaves and autosaves. (If multiple people wanted to play it, one person could easily beat it in 10 minutes, or you could just copy the file.)

However, if a game is a full-length adventure, I want to have multiple save slots in order to track my progress, or incase something goes wrong and I have to return back to an older position. And besides, many AGS games are released with bugs, so it can save you a lot of time if you crash and can go back to an earlier save instead of being stuck with no way of getting out of the crash.

Quote from: ProgZmax on Mon 20/10/2008 23:03:11
Let's say you run into a situation where a character dies but it doesn't prevent the game from being completed.  OH NO, I CAN'T DEAL WITH THAT, I'll just reload an earlier save and replay this section until I do whatever I need to do.  That's your choice, but at the same time you're working against the very point of plot branching in a game:  replayability.  Why not play the game again, make a different choice and see what happens?  This is especially rewarding in games with multiple paths.
While this may be true, oftentimes I don't have the patience or time to replay many games just to reach one little choice that changes the entire outcome of the game. It may be more rewarding to replay the game from the start to make that choice, but sometimes it's more practical to sacrifice that reward for time's sake.
#217
I don't like difficulty settings in games. I prefer the developer to design the game and scale the difficulty accordingly so that all players can have the same experience (Zelda, Portal).

But if there are difficulty settings, I usually choose normal, and then hard only if I want to replay the game (Call of Duty... Half-Life).
#218
Haven't looked at them yet, but your link is broken.

Fixed: http://seantilleywritesalot.blogspot.com/2008/10/poetry-book-under-iron-tree.html
#219
Here's how I see it:

The AGS awards--while being a community activity--are here to acknowledge AGS games that have performed above and beyond the contenders, whether those games were made exclusively for the AGS community or not. The game's database just seems like a necessary requirement to catalog all the contenders and archive the entire process.
#220
Sorry for the bump -- but you can add 1 more to the list of people who want to see this implemented. Otherwise, I'd have to create a kind of semi-complicated 'checking' script to use multiple dialog options when I could have just renamed one and saved all the trouble.
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