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Messages - Vince Twelve

#1181
I'm comfortable enough with my sexuality to admit that when I look at Brad Pitt, I say to myself, "Now there goes a fine specimen of hot, hot manhood."
#1182
The Rumpus Room / Re: Happy Birthday Thread!
Wed 14/03/2007 23:37:52
Ooh, thanks, Puddin'!  And a happy pi day to you!
#1183
Quote from: SteveMcCrea on Wed 14/03/2007 17:39:28
So is that "Not wound, like a watch, but wound... like a tear"?
Looking good!

And was that "Not tear, like a drop of water from an eye, but tear... like a rip?"
#1184
I think it looks amazing, though as has been mentioned, the clean pixels of the character don't seem to dance 100% with the background.

I'm sorry I can't add a whole lot to this, knowing very little about art myself.  This post was really an excuse to ask a question.  If you don't mind, how long did this take you?
#1185
Matt,

The game is looking solid!  The changes from the beta have made some subtle improvements.  Well done!

All in all, this is easily one of the most polished games that has been produced by AGS.  And it's a lot of fun to boot!  Congrats!

Everyone should play this immediately!
#1186
General Discussion / Re: GDC report!
Thu 08/03/2007 12:51:48
Hey Dave!  I've been reading along with your blog for the past several days.  It's a lot of fun to read!  My cousin is at the conference with one of the student showcase projects and I told him to keep an eye out for you and say hi if he spotted you.  I went to GDC four years ago and every year since, I read all the reports on the internet from attendees and just get really jealous!  Congratulations on the nomination!
#1187
Also, check out HUGO:

http://www.generalcoffee.com/hugo.html

It's the system that was used to make the game Future Boy! which was pretty great.  I was considering having a go at it myself.
#1188
I think the pot just called the kettle a "nigga."

Seriously, I talked to bradless in PM and he's going to try harder with his next (first?) game and is going to stop the racist crap.  He's also going to read all the rules and do his best to follow them.

So there's really no more need to tell him how bad this game was or insult him in this thread.
#1189
General Discussion / Re: HOME
Thu 08/03/2007 02:00:21
I dunno.  It kind of looks like Second Life, except without the things that makes Second Life interesting (not talking about sex).  As far as I can tell, there's no user-made content.  So instead of being able to make your own shirt (or building, or game) or buy one from another player who made it, you'll be buying outfits via microtransactions straight to Sony.

Using it as matchmaking for setting up multiplayer matches is cool and all, but like Mr Colossal said, navigating a menu to do so is a lot faster when you just want to play the damn game.  However, I could see it being useful for chatting and the occasional "Oh, I could so kick your butt at game X." "No way!"  "Yes way!" "Prove it!" ::Loading match::
#1190
bradless, you don't need to upload that whole folder, just the contents of the compiled folder.  The rest of the stuff is the editor data.  However, since you went and uploaded that too, I took ten minutes to change a few things in your (can it be called a game?) game to give you some ideas on how to improve it.

So, here's my updated version of the game: A Man of African Descent Seeks Reprisal

#1191
I loves me some Phoenix Wright.  I'm on the third case of the PW2 right now and enjoying it almost as much as the first.    I know that the puzzles aren't particularly great and sometimes it is frustrating to know the answer but not be able to go all "Objection!" on the prosecution's ass until the game lets you, but I love the game for the funny characters and ridiculous situations.  It plays with cliches, but does so in just the right way.  For me, it's just an undeniably charming series.

I played Trace Memory/Another Code also, and while it had some ingenious puzzles (stamp) and some fun uses of the hardware (stamp), the story and characters were not particularly interesting.  I think the game showed a lot of promise, though.  I liked the interface.

I also bought Hotel Dusk, but it's currently sitting in its original wrapping waiting for me to finish Phoenix 2.
#1193
Andail is right.  Absolutely under no circumstances should the second movie ever be watched by any fan of the first movie.  It will leave you with a sour taste in your mouth that will taint the first movie.

I watched Battle Royale when I first moved to Japan.  It was recommended to me by some of my students.  It does paint a very scary picture.  I liked it enough that I downloaded the entire 15 book manga and read it through.  And I would recommend it to you esper.  While the movie goes through the whole three day ordeal of the three main characters, the manga takes you through the game along side EVERY kid in the class.  All forty or so characters have backstories that are explored, and motives and feelings while playing the game.  And one by one they all get checked off the list down to the conclusion.  You really get to know the whole class by reading the manga.  It's the only manga that I've ever read more than a few pages of and I really enjoyed it.

I haven't read the original novel, but I know that the manga is quite different, developing the characters in a way that lends itself more to a long episodic graphic novel, and the film is like a condensed version of the novel.
#1194
LimpingFish, Boyd told me that Linus Bruckman had a small writeup in the January issue of the UK PC Gamer.  Would you, or anyone else here possibly have the issue and a scanner?
#1195
I'd like to add my name to the list of people who'd really like to see a game with your art, Eggie.

Actually, I was developing a game last year with the intent to eventually approach you to ask you to do all the characters.  I was developing Dwight of the Living Dead as a card-based RPG entirely with placeholder graphics with you specifically in mind when I imagined what the final graphics might look like.  If I hadn't decided to set the game aside, you would have heard from me soon.

And if you're interested:

Playable Tech Demo

Screenshot:



Info:

QuoteDwight of the Livind Dead is possibly the first TBABCRPG (Turn-based Adventure Board Card Role-Playing Game).  The game play is governed by your deck of cards as you navigate the board-game style levels.

The game has a few pre-set rooms populated with zombies of varying levels.  Higher-level zombies will have a higher movement speed and are more likely to go straight for Dwight, rather than stumbling randomly about.  The layout of the rooms should be randomized, so they should never look the same each time you play the game.

It should be noted that all of the graphics in this game should be considered placeholders.

-------------------------------------

Playing should be pretty easy to figure out.  On Dwight's turn, choose a card from your hand.  You will then be able to move a number of tiles equal to the rank of the card that you chose.  The rank is displayed on the upper-left corner of the card.

The "Move" tab on the upper-right corner of the screen indicates that the player will choose a card to move about the screen.  The "Use" tab will allow the player to utilize cards for combat/puzzling purposes.  Currently, the useable cards include the punch card (hit any zombie within a 2 square radius) and the shotgun card (hit any zombie in a straight line).

Coming into contact with a zombie will cause a head-on battle (that hasn't been implemented yet).  Once a room has been cleared of zombies, you will be in "Free Move" mode.  You can then move freely about the room without choosing a card. Though you may still use a card for solving a puzzle.

When you are standing on a tile adjacent to a door, an "Open" button will appear.  Clicking it will move Dwight to the next room and use up his turn.

-------------------------------------

The game is currently just a collection of rooms of zombies of various levels.  Higher level zombies will have a larger roaming radius as well as higher stats in battle.  You can play around with it for a while and get a feel for what the final game might be like.
#1196
General Discussion / Re: AGS
Sun 25/02/2007 10:53:24
Haha!  Get it?!  'Cause he's a homophobe!
#1197
One of my best friends on this island, Amul, just moved back to England.  But before he went we had a sushi eat off.  He extended this challenge to me about a year ago and Tuesday night we finally found out who could eat the most sushi.

We went to our local sushi-go-round.  Each plate has two pieces of sushi.  The winner would be the person who ate the most plates.  I gave myself an extra challenge: no two plates could be the same kind of sushi.  Our friend, Mick also came along.

The final tally was Amul (left) with 22, Mick (center) with 16, and me (right) with 21.  Everytime I would eat one, Amul would force down one more.  It was an endless cycle of face stuffing.  I had to throw in the towel.



Our significant others were very impressed with our remarkable display of manliness.

#1198
I read about that a couple weeks ago on aintitcoolnews, which I'm embarrassed to admit, I occasionally peruse to kill time.  But since that site is like a tabloid for movie news and the article said to take the story with a grain of salt, I wrote it off as a silly rumor.  But if it is true, it's completely ridiculous.  Don't industry executives have better things to be doing than banning fairly harmless props from appearing in films?  Like accusing consumers of being pirates and annoying everyone with proprietary formats and annoyingly intrusive security measures?  Or making ridiculous amounts of money and pretending like they care about carpenters and screenwriters who make the movies possible?
#1199
Rez came out on the Dreamcast as well.  And here in japan, it came with a nice accessory (link may be NSFW) that was great for getting your girlfriend involved in gaming...

And if you're coming to Japan to teach, you're going to have plenty of freetime sitting at your desk (like I'm doing right now) that you can use to make AGS games!
#1200
I think Boyd got it.  You're probably remembering Rez.  It's a rhythm/on-rails-shooter with an incredible presentation.  Before it came out it was being hyped as doing just what you describe, but in reality, the game didn't quite pull it off.  It's still a great game though.

The world starts out empty and then wireframe baddies come in and as you kill them (in rhythm) you build up the music and the world starts to flesh out with wireframe/polygons/effects.  But it's not quite as amazing as it sounds.  I once tried to play through the game without shooting (except where necessary) and the game seemed to build up the music and world in pretty much the same way, so your effect on the whole thing is limited.

It's still an amazing game to play and the last level, in particular, is mindblowing.  In the last level, you go through the evolution of the world.  Starting deep in the ocean, small creatures start appearing, then larger vertabrates, then eventually you leave the ocean and go onto land where small creatures and bugs start appearing and eventually quadrupedal creatures, then into the sky, then into space etc...  The game is pretty short, (though there are some ridiculously difficult unlockables that you can struggle with forever) but I go back to the game occasionally just to play through the last level.

I do think it's a great idea.  Something that could be done to great effect in an adventure game.  I had a similar idea where you're playing as an amnesiac who goes back into his memories and as he unlocks more and more of his memories, the graphics become clearer and more realistic.  It could play into the gameplay in that certain objects or characters might be unrecognizable (and hence non-interactable) until you had unlocked enough memories and cleared up the graphics a bit.

Please do try to make something unique out of your idea.  I'd love to see what you come up with!
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