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Messages - Vince Twelve

#461
Short ass post: I really fricking liked it.

Long ass post with potential spoilers: The imagery is rich and lush and beautiful.  The world (moon?) of Pandora was as real as any alien planet has ever been.  It feels like a real place, populated with real people and with the 3d, you really do feel like you're there.

I have seen one other movie in 3d, Coraline, and I thought it was used to great effect there, but in Avatar, it's a whole new level of immersion.  The bugs that Darth mentioned really do feel like they're buzzing around your head.  It feels like the leaves of the jungle should be brushing against your face as the camera moves through the jungle.  In fact, it's so impressive that it actually feels like it's breaking immersion when the leaves don't brush your cheeks!

Another effect that just blew me away and was super subtle: looking through windows.  There were lots of shots through windows looking out onto Pandora, or through canopies of helicopters or big mechas and the glass would have finger (or whatever) smudges on it.  And they just made it feel like the glass was right there in front of you.  It felt like you could move your head slightly to see the details slightly obscured by these smudges.  Pretty cool.

I saw it on an IMAX screen and it was pretty nuts.  The screen takes up almost your entire peripheral vision, so there's nothing between you and the bad guy breathing down your neck!  I actually felt the same sense of vertigo that the character on screen does at one point (in the director-intended way, not in the 3d-makes-you-nauseous way) when the character runs out onto a log and sees the beautiful world all around below him.  The character gets dizzy for a second and you feel it.  I thought for a sec that I was slipping over the edge off the log and moved a foot to catch myself.

And the CG is fantastic.  As has been said, the aliens look amazingly life like.  You do forget that you're watching a character made up of polygons.  The Na'vi become real to you.  Especially Uhura, who is gorgeous and finely acted to boot.  The other alien animals are similarly believable and life-like.

As for the story, yeah, it's essentially Dances With Wolves/Pocahontas, but it's told in such a way that it feels fresh.  (And isn't that how story telling works?  Aren't there only really nine stories told again and again?)  Moreover, Cameron does a great job at making you deeply care for the characters, and not just the characters, the entire civilization he has built.  When you see the bad humans mercilessly crushing the poor innocent Na'vi, you feel gutted.  And you really do worry about the characters making it through this.

And more importantly, it's fun.  It's fun to watch the coming of age tests as Sully becomes a Na'vi man.  It's fun to watch the big battle and action scenes.  And it's even fun to learn how the different flora and fauna of Pandora work together.  The ending is very cool, and I'm looking forward to the inevitable sequels that Cameron is already planning (and promising won't take so long to make).


On the 3D, though, I was getting a bit of a headache throughout the whole movie.  I didn't have a problem with Coraline, so I suspect it was because I watched this in IMAX.  Here's my big problem with 3D movies:

When you look around in real life, you focus your eyes on whatever you're looking on without even thinking about it.  Anything substantially closer or further away than what you're focused on becomes blurred in your peripheral vision.

When a director makes a movie, he choses what to focus on and what will remain blurred in the foreground/background.  Your eyes don't mind because they only have to focus on the screen and don't have to change focus.

But when you watch a movie in 3D, your eyes think they can focus on the different things at different depths (and you can!  Changing the focal distance of your eyes brings certain parts of the stereoscopic image into line.)  however, even if you do that, the part of the image that you're focusing on may not be in focus because the director may be focused on something else.  So if you try to focus on, say, a background piece of jungle (which is hard not to do, since you want to soak up all the details of this world) you wind up just focusing a blurred image, which makes your eyes think that they're still not focused even though they are.

And you couple that with the movie changing between a closeup of a characters face and a wide shot of some action, your eyes no longer have to just move across the screen to look at the portion of the image that the director has focused on like in a regular 2D movie, you have to also find the right focal distance for your eyes to view the new scene.  And it could change each time there's a cut between shots.  It takes a while to adjust to, and then gets tiring and gave me a bit of a headache.  (Though again, it may not have been such a problem on a non-imax screen)

Luckily the film was so enjoyable it distracted me from the slight throbbing beneath my right eye.

All in all, I can't wait to see this movie again, and I'm really sad that it will be very unlikely that I'll find the time to get out to see in in a theater again because it really is a film that should be seen in the theater.  So, instead, I need to save my money for a sweet HDTV and bluray player!  'Cause damn!

Fine film.  Loved it.  Would recommend.
#462
I'm taking my father to Avatar in IMAX 3D tonight.  Can't wait!
#463
TimW of Indiegames.com named Resonance one of his 10 favorite games of the IGF!  That's good news! 

He also mentioned that all the AGS games in the competition this year were good!  And I had never heard of one of them...

The finalists are supposed to be named in the first couple weeks of 2010, so keep your fingers crossed!  Go Team Blue Cup!
#464
#465
AGS Games in Production / Re: We are Vectors
Sun 06/12/2009 18:43:27
Quote from: Guyserman82 on Sat 05/12/2009 21:19:54
The main character, Vince

YES! Finally!
#466
For you, Andail?  On the house.

#467
Quote from: ProgZmax on Tue 24/11/2009 14:12:10
Aw, it would've been awesome if Dr. Knox strolled in at the end with his magical drug.

That's in the upcoming special edition.

Quote from: GarageGothic on Tue 24/11/2009 13:55:25
Quote from: Vince Twelve on Tue 24/11/2009 04:29:53That's right, I got my wife to dress up in a nurse's uniform and let me take pictures of her!

Is this viral marketing for an upcoming "paying members only" section on your website?

That's in the upcoming VERY special edition.
#468
Well, beating the game will add on up to three inches...

By the way, I forgot to mention here that my wife is playing the nurse at the end, and I'm playing the other guy!  That's right, I got my wife to dress up in a nurse's uniform and let me take pictures of her!
#469
Hey! It's Linus' third birthday!

In those three years, I've had something like 50,000 downloads from my site and 160 people have added their names to the Hall of Completion.  So, like 1 in every 300 downloaders goes on to finish the game.

Anyway, I figured after three years that I could release a video of the game's "best" ending (the one you get after completing both halves simultaneously).  People brave enough to actually complete the game still have the exclusive privilege to add their names to the Hall of Completion, though!

So, if you want to beat Linus without spoilers, then by all means download it now! (and grab Nik's soundtrack while you're at it!)  But if you just want to watch the ending, go ahead and do so on the YouTubes: http://www.youtube.com/watch?v=F-NqUsm51_Y
#470
Title is too short.
#471
@Dixon if that happens, I look forward to my swimming pool of cash!

Just a bump here for the new vidya:

Here's the first minute and a half of the video I sent in with the IGF submission.  The rest of the video was a bit too spoilery.


YouTube!
#473
Wow, big congratulations on finishing such a long-in-development project!  I will play, but probably not for a while! Argh!  Too busy!  :'(
#474
@Snarky: Thanks!  Though, it's looking like it might be a bit less than that as the single largest donor is having trouble clearing the bank!  Plus Kickstarter gets their cut, and Amazon gets theirs...  Still, it's a huge help, and I super appreciate your pledge and all the rest!  The difference will be noticeable!

@CosmoQueen: Thank you!  The graphics team rocks, I'm super lucky to have them!  Keep your eye out for future preorder/pledge opportunities.  They may happen!

@Dixon: You did indeed!  And it's on my list!  It just wasn't on my list for the IGF deadline!  I'll get it in there, like I said, it just needs a lot of tweaking!
#475
Ha, I think Ben is overstating the case a bit,  ;D but he's not alone in liking the interface!  Hopefully you'll like it too Crimson!

And Dualnames is right, Laptop-Mode is a planned option.  I hadn't mentioned it because I implemented it early on, but haven't been maintaining or testing it.  I will try my best to have it included in the final version.  It will make a double click into a drag start, and click again to drop.  It will need a lot of testing to make sure it feels right.
#476
Without drag and drop, you would not be able to perform the same range of actions on items in the game with the same degree of ease and fluidity.

Take for example, the STM (short term memory).  You can add any item (couch, ash tray, guy sitting on bench) in the game to it for use in dialog later in the game.  To add an object to your STM, you just click and drag the item, the STM comes down automatically, and you can drop it into an available slot.

If you were to do this without drag and drop (i.e. with normal mouse clicks) we would have to put some sort of extra GUI choice between the player and his action since left and right clicking are already assigned to interact/examine respectively. 

For example, a GUI similar to the Sierra verb-switch gui could go at the top of the screen, then you'd have to click the "add to STM" verb and then click on the object you want to add.  To me, that's cumbersome. 

Or you could put something like a verb coin in there, so when you click on an item you can choose to add it to your stm, or interact with it.  But again, that's cumbersome because you have to do it for every click where you'll almost always want to interact.  I don't want to make such a common command take two clicks.

As it's implemented, I think that the drag and drop feels entirely natural and intuitive (or at least I hope so).  It's especially familiar since you do it probably every day on your computer, putting something in the trash or moving a folder.  I developed and tested the game using a laptop with no mouse about 80% of the time, and could easily perform every action without fail using a standard track pad.

Of course the real judges of how well the system works are the players, and so far, I've heard only very positive reactions to the interface!  So, I hope when you get your hands on the game, you'll think so too!

Let me know which software or games you think used drag and drop to their detriment so I can try them out and figure out what kind of pitfalls to avoid!  Thanks Crimson!
#477
Thanks guys!

After months of working late into the night (or early into the morning if you prefer) and sleeping less than 5 hours every night and going to work the next day, Resonance finally hit a big milestone!  We've put together the first... I'd say about 1/4 of the game, and gotten it fully tested and polished and playable.  There is, of course, work done beyond that 1/4, but I've been trying to get this portion completely finished (except for voice acting) for submission into the Independent Games Festival and I just submitted it at long last!  A full day and a half before the deadline!  Yay!

There are a good selection of AGS games getting submitted this year including Resonance, Blackwell Convergence, and Puzzle Bots, so hopefully we can snag a couple nominations!  But there are at least 200 other awesome games also entered into the competition, so it's going to be really tough!

I got so much motivation from all the support from this forum and from Facebook, Twitter, and Kickstarter, that it kept me powering through the long sleepless nights.  So, thanks to you all!  Now, I'm going to sleep for a week.  Then: back to the grind for the next milestone!

I had a very small beta team of some trusted friends going over the game for the last half a month in preparation for IGF.  One of the testers was Ben "Ben304" Chandler, and I wanted to share a couple quotes that he wrote after his first playthrough:

Quote from: Ben304
I tried to play like a player, and not like someone who likes to build games on my first playthrough but I couldn't help but going at certain points "How would one script this up!?
[...]
The graphics and music are incredible.
[...]
Long term and short term memory works very successfully. It's honestly the best way to have conversations about stuff in any adventure game I've ever played
[...]
Interface is as intuitive as breathing. Once I got into that lab (and the gui bug had been fixed) I found myself more at home with this than any other interface ever. I can't believe how much I can do with so few clicks.

Hope that gets you salivating!
#478
Team of Artists 2010 Creative Suite :P

Hey everyone!  I just wanted to chime in and say that there are only 3 days left on the Resonance Fundraising drive, so if you want to be among the first to preorder, or if you want to pledge more to get some cool bonus stuff, you'd better get in soon!


All backers (even with just a $1 donation) get access to the six special gifts that I've given out:

  • two never-before seen screenshots
  • two music tracks
  • a handful of animations
  • a desktop wallpaper
  • and coming soon: a 5 minute video!
#479
Snarky is wise in his ways.

I forget which program ProgZ uses for his animations, but other than character animations, I believe every other artist uses Photoshop.  That's what I use for the few parts where I do my own graphics.
#480
I understand.  Just wanted to report it in case there's a bug that might still be present in the latest version or in case you knew what might be causing it in code that I could avoid.
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