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Messages - Tramponline

#361
Hints & Tips / Re: Resonance.
Wed 20/06/2012 07:24:23
Keep in mind that Emma Watson's computer is
part of a corporate network.

Plus, on quite a few occasions in Resonance the vital info parts are randomized (three or four variations).
Thus you've to act on the info presented to you in your particular playthrough.   
#362
SECONDED!

That's me in the crowd cheering, second one to the right... :grin: :=

IT'S DONE! YIHHHAAAA!!!
#363
Quote from: Nikolas on Sat 16/06/2012 19:33:40
And to finally present some of the music from the game.

http://www.youtube.com/watch?v=ynbTYEv1egE

Congratulations, Nikolas (& Luiza), on creating this jaw-dropping piece and one of the most haunting and beautiful
tracks I've ever heard in a game.
This song seems to take your emotional state of mind and all your thoughts right at the end of Resonance and catalyse
both to a totally new level.
Brilliant work. Great respect! (...also for the rest of the soundtrack, of couse, which ROCKs!).
#364
Quote from: Frito Master on Fri 15/06/2012 16:33:54
Goodjob, Demo was pretty awesome.

If you thought the demo was awesome, Frito, the actual game will quite literally blow your mind!!!
#365
Congratulations all the way Goldmund!
I found it a very mature and literate adventure game. Your story encourages the player to use his mental and emotional faculties even after the game ended.
It felt really good not to be suffocated by patronization or any attempts of overly simple moral conceptualization.
Those endings leave a lingering aftertaste of bitter-sweet ambivalence - simply loved it!

Spoiler
If there's one minor part that felt slightly rushed in the otherwise well crafted game, I've to agree with Urpney, it's the relationship with Milena. From seemingly casual sex to an I-love-you-relationship in that short amount of time seems slightly excessive, though I can see it's function in the overall dramatic structure of the plot.
[close]

I might have found another bug:
Spoiler
At the Roxy Palace Motel when the police is in the lobby:

Once I combined the 'electric cord' and the 'water bucket' while still standing in the hallway, prior to going back into my hotel-room.
Trying to enter the hotel-room after that results in Donna saying that 'she should take the bucket' over and over and not entering her room anymore.


Minor one:
Climbing back into the hotel where the game started. Using the Look option on the window
Donna says something like '"Roxy" is doing a fine job down there' (distracting the two police men). It's not Roxy down there, is it, should be 'Rain' or something (can't remember her name exactly)

Thanks Goldmund, especially for giving me the chance to insult Sartre and his cronies!!!
Seems like a long lasting dream came true after having been forced to fight with their works ages ago! :D
[close]
#366
Hints & Tips / Re: Donna: Avanger of Blood
Mon 26/03/2012 07:42:11
Nice Ali, I was caught in the same train of thought for quite a while.

Spoiler
As Urpney mentioned your assumptions are too elaborate for
a goon's simple mnemonic device. The same thing happened to me.

If you think of Genesis and "the creation of the world" there's some
other numerical count aside from verses.
[close]

#367
Dear Lord! You'd better put that inside spoiler tags before Dual hijacks this thread!!! :o

Love what I see, especially the toned down use of colours, very nice mood. Great stuff lowfive!  
#368
Looks great General_Knox! I get a very strong feeling of reminiscence looking
at your screen-shots.

Even though B looks neat, personally I'd prefer Version A. Considering the genre
and the intended purpose of those manuals (police paraphernalia as a "tool of trade" etc.),
I'd go with the more plain approach of version A.

I also rather like the lesser use of shading at the sides, which seems more realistic to me
and doesn't have that "computer generated/ fake-3D"-flavour to it in my opinion.

Did a quick'n messy mash-up of the first manual in version A inlcuding those elements I liked best:




  • ...the golden banner right at the top seemed a tad too bold, I moved it down a bit and
     divided it.

  • I liked the bottom part of version B very much.

#369
The Rumpus Room / Re: Happy Birthday Thread!
Thu 04/08/2011 11:09:12
Cheers Tabata! Have been away for a while. Moved country - new flat and spent the
last couple of weeks building a pirate-styled desk for the computer ("only" took me around 3 weeks).

Looking forward to being back online and hanging around the forum from now on.

all the best to all of you,

tramp
#370
Seconded! :D
This game has great potential, I really hope you'll expand on it.
I especially like how you handled those dance segments.
#371
Ay caramba! What an awsome game! Can't believe I missed the realease of this one.
Really great graphics and wacky kind of humor - had a great time playing it.

Absolutely looking forward to the next part of 'Warning: Fragile!'.

Just one request: more battle-talk with that little robot! Hillarious!     
#372
Yes, Khris definitely has a point there.
For your character not to look awkward in this scene, you'll have to draw him/her in a top down, kind of isometric view which is not that easy.

The texture looks better now - however in general, you might want to consider using lesser of those texture-filling procedures (I saw this in most of your other drawings).
Your art style is really good and getting better, there's no need for this artistic "gimmickry" in my opinion, as it doesn't seem to fit your overall drawing style.

For example, considering the walkway, I'd much rather prefer your first rendering of this scene (without texture) - but that's probably much due to personal preference I suppose - take it as you like.

PS: What is that circular pattern on the square in the foreground? It kind of looks like a prohibition sign made by cartracks (..on asphalt??).  
#373
Thumbs up icey! I like the style & feel of this scene a lot! Especially your use of highlights - it has a slight "Ben there, Dan that!"-feel to it.

- I would recommend adjusting the letters prallel to the borders of the sign though.

- maybe use a different texture for the large space at the bottom of the screen. It's too smooth and soft to fit the overall style. I'd suggest something more gritty or even monochromatic, like your house facade?

- You might want to consider putting something in the middle of that square - something that doesn't distract from the overall scene though: ...a small fountain? ... or some obstacles for traffic restriction?

keep it up...
#374
Well done Wolfmage! I really liked it - even with placeholders and the absence of sound (during those shoot out sequences I was literally craving for cool blaster sounds - sometimes I'm just a big kid I suppose :P)

I liked the stealth mode, multiple solutions during shoot outs and especially the 'final' riddle - very well done - just the right amount of subtle info to solve it!

Spoiler

From what I gather, the changes you made for the shoot out after the force field (tossing guns etc. or shooting barrels) are perfect to grasp the situation and it's solution.
Only...
...the assault rifle should've a similar comment on ammo & effect/ no comment on shooting barrel with rifle

- using archeological tools on pillar's symbol panel crashes the game.

- after solving the pillar riddle you automatically appear in entrance area; if you walk back to the pillar and try to reselect it's control panel, the "something happened" dialog appears again and you are 'teleported' back to entrance area  - only this time round the player character has vanished (only option is to reload game)
[close]
#375
Excellent news! The story continues - looking great so far Technocrat!
Can't wait, definitely count me in for playtesting if you like. All the best!
#376
Well, the crux of the matter is this:

According to an dtp official at their forum [Link](and several German test magazines) the German version includes English voice acting!

That means, if we can cope with a german manual and boxart, we would be able to purchase Gray Matter, the original English version, as of today!

Sorry for pushing this point, but for me that would mean my Christmas holidays are sorted!!! ;D

As I've mentioned before (see links post above) the official shops of amazone and dtp entertainment state the game's original language as German and English!

If anyone has any additional info it would be really grand to see some sources for it, just to avoid turning this thread into a hearsay witchhunt :P!

#377
Quote from: Frodo on Thu 11/11/2010 09:57:52
Just to be clear, it's not THIS RELOADED.  We will never support pirated games.

Yes, to be absolutely clear here:

I'm talking about the official release of the German version by Gray Matter's official publisher dtp entertainment (...a lot of official stuff! :P)

Collector's Edition

Standard Edition


The official press release statement of dtp entertainment states that the official release date is due tomorrow, 12.11.2010.
However, distribution logistics left aside, some stores seem to have it in stock as of today, since a few people on the Gray Matter forum were able to obtain a copy already.

@Al_Ninio
Since you have played it Al_Ninio, can you confirm that the aforementioned public release includes English voice acting?
If an answer to this question "compromises your personal integrity"...mhh...maybe just reply with a bunch of funny, nonsensical ASCII signs???...ahhh, stunningly brilliant idea!..meh :P ::)        
#378
All right! I'm slightly confused now. Gray Matter is out since TODAY in Germany.

All sources state that the original language: is German AND English.

Will try to find out whatever that really means - if that were really true indeed, there wouldn't be any point in waiting until February! 
#379
Wow, what a crap!!! After all those problems during the production of this game.
But I rather wait for it's official release - and if it's only to satisfy my own personal illusion that
I do my small bit so that Jane keeps on creating games, rather than writing novels! :P

Where did you get that info from Xenogia?
#380
New portraits look great!
Much smoother sailing with those new interaction icons!


1st HOUR:

...as Tabata mentioned:
  • coming from the shed area to the front of the house --> then clicking (w. walk-icon) at the shed area once again --> causes Jack to walk towards shed (still front-of-house, room doesn't change!!!), while scaling towards a size where he's almost invisble.


4th HOUR:

  • After drinking the 'special' coffee, Jack simply vanishes instead of running out of the room. Considering Astrid is going AFTER him, would be great to see him leave that room.


5th HOUR:

  • '5th HOUR'-intro screen not centered

  • With Astrid: Having to search the kitchen once more (after having done so already) seems futile?

  • Astrid on the way to and from the car (forrest path screen): In both instances there should be far more opportunities for observation & comment to build up tension/ On the way to the car: she just observes "Woods"/ On the way back from the car, there's no interaction with the forrest at all!!!

6th HOUR:

...before the "incident":
  • punctuation: (bathroom cabinet; downstairs + hand-interaction) = Jack's comment "I used it up [, or -] the extra toilet paper."

...during "incident":
  • in the living room, clicking on dining room: Jack comments that he won't escape into dining room , but does so anyway!

...after the "incident":
  • everlasting supply of 'christmas ornaments':you can do it over and over again.

  • Jack has no observation/comment on obvious "state of window"(!).
  • Looking for help, in front of house: clicking at swing-area, Jack comments: That's not the way to the road!", automatically runs to right side of screen and screen changes to swing-area anyway.


  • Spoiler
    The climbable rock, in the last screen of the wolf hide & seek, doesn't visually seem to be climbable, as the rock sprite covers Jack's sprite - unless I did something wrong!? (I kind of walked "through" the rock?!)

    UPDATE: Just read your spoiler. I suppose, the mini-game is not quite difficult enough for the need of distractions. That aside: no, I didn't know about the ability to throw stuff untill I read your spoiler. But that would be great indeed! Basically I just waited and walked from each spawn point to the next screen. Enhanced difficulty would be grand!
    [close]

Still have some more nitpicky stuff - don't know if you want those as well!

Enjoyed the additional scenes + mingames - great stuff!
Eagerly awaiting the 7th HOUR! Muhahahahaaa!!! - Ah, no, that's your part... :P
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