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Messages - WHAM

#1481
Critics' Lounge / Re: New development hub.
Thu 19/04/2012 14:56:28
I laughed a little, and will now vacate this thread.  ;D
#1482
Site & Forum Reports / Re: Forum Restructuring
Thu 19/04/2012 14:21:26
My two cents:
1: I was thinking of asking the moderators to move the forum game (currently known as "domes and decisions" until next chapter comes out) to competitions and activities but apparently they beat me to it. Personally, I am honoured by the relocation.  The reason I didn't ask was that I wasn't sure the "game" would quite be worthy of swimming with the big fishes like MAGS and other competitions. Basically this means, to me, that I have started a new activity which the moderators have deemed worthy of being up there in "competitions and activities", that is, with the cool guys.  8)

2: I like the new forum structure. At one point I was worried that the beginners questions and tech forum were moved to the bottom of the forum main page, but with their relocation back at the top of the page, I have no complaints whatsoever. Good job Snarky and AGA and whomever else might be doing all the hard work here! It is appreciated!

EDIT:
My third cent: The facebook feature sounds good as well. As long as it's nothing overcomplicated, but like AGA said, some bouncers that allow you to promote threads/posts/games directly on facebook would be absolutely awesome, and a welcome sign of the modernization of the AGS community. We can be retro without being cavemen ;)

SECOND EDIT: Oh wait, apparently the AGS Support section has been moved down on the forum main page again, so strike my second cent for that part. I think the technical support for new AGS users should be the first and foremost thing on the forums, then the games themselves, then the rest in whatever order. Since AGS is a game developement engine first and foremost, the support of that feature should also be the most prominent feature of its community.
#1483
Will take me a while to get to the new updates, since I need to plan out  a whole new map, some characters and puzzles and the like before we get to it. However, I just wanted to make this post to thank you all for participating! I'm looking through the thread myself to learn from past mistakes and to improve future gameplay, and I am only now realizing how many people have been part of making this little story/game/interactive fiction possible!

AGS community: keep being awesome!
#1484
Critics' Lounge / Re: New development hub.
Thu 19/04/2012 07:18:21
This is pointless and useless and the same functionality can be done with multiple instances of a browser and a few mouse clicks.
Besides, as has been mentioned, since most modern websites are designed for fairly high resolutions, most websites will not display optimally in this "technology and developement hub" of yours.

Besides: I do not see what this allows you to "develop"...

Also: Grim, please give us one practical example of a "browser enabled electronic device" that can run your system and does not require any kind of operating system to do so.
#1485
Quote from: Keith Keiser on Wed 18/04/2012 15:27:39
I did that to D:, and nobody said hi to ME, unless i missed it, i could be just whining but idk.

Oh dammit...
Welcome aboard, Keith! :D
Also, pre-emptively: welcome aboard everyone else who has been playing so far! ;)
#1486
Quote from: Joshy on Wed 18/04/2012 08:32:38
Although I'm technically new here, I've been reading this whole thread and I just think this is the coolest idea and since a new chapter is beginning I'd like to join in once it does!

But like Eric said (and having read the whole thing myself!), I agree it would be too cruel to not continue this story to the end :)

Welcome aboard, Joshy! More players are always welcome and if you've taken the time to read all 35 pages of previous posts, that is just insanely awesome of you!  8)
#1487
If we had gone with C, I would have done an epilogue story to end off the story, reveal some story aspects etc. But I also agree, let's see if others do as well.

Whever we do end this story, I will probably draw a sort of a time line where you can see how the different characters moved and acted when you weren't observing them, how the map of the game works out and what key items, clues and events you could have seen but didn't. ;)
#1488
Quote from: Frodo on Wed 18/04/2012 04:39:40
But most adventure games have some kind of Save feature, to save your progress.  Is it possible to go back to before we were shot?   ???

> Load Game

:P

Nope! No such thing here, I'm afraid. :D When it comes to combat and NPC interactions, I use the "magic-8-ball-of-doom" to resolve outcomes randomly (such as weapons hits, injuries, hit locations etc), so even I don't always know what will happen the next turn until I start to draw it. This one turned out quite dramatic. To be hones, I was quite sure you guys were going to high-tail it out of this place on a sub a long time ago! I was fully prepared to start a story of what happens after you reach the surface, but nope, looks like the 8-ball says we are going a different way.

QUESTION TO PLAYERS:
would you prefer
A: Keep the same character, mystery and seamless continuity?
B: Get a new (less shot-in-the-head) character, but slightly break continuity and reveal all the mysteries (like "where are we", "why are we there", and "who was our original protagonist"?
C: Just end this story here, and start writing a new all-original one?
#1489

The events of this room were generated by the Magic-8-ball-of-doom, which is cruel but fair

> Check on buddy. Try to stop or limit the bleeding.

You step inside to get a better look at Mike's injury.
You: "You need to put some pressure on that wound, hold on, let me..."

You freeze momentarily as you spot movement in your peripheral vision. The attacker appears to stir and immediately swings his gun in an arcing motion, trying to get shots off at you and Mike. The both of you retaliate and you are quite certain at least one of your shots strikes the attacker in the gut before...

A painful flash tears through your head, your ears ring and you topple down to the floor.



Miller: "No! NO!"

You can hear two more shots being fired, but can't see them anymore. Your head hurts real bad...



Is it supposed to feel so warm? Is that... blood?



You can sense movement nearby, but for the life of you, you cannot find the strength to open your eyes, let alone move your arms or legs.



Miller: "Hey! Don't... N-No! I'll... I-I'll..."

The words echo inside your head as your consciousness slips from you. You can feel someone jerking your clothes, but you are beyond responding. Darkness comes...






No fear, friends, the story is yet to be concluded!
"Chapter 6: The final day" is coming to you soon!

#1490
I like the look of this, although I keep getting the JRPG vibes that make my keyboard/gamepad -fingers twitch. Not sure how well point'n'click will work or if I can wrap my mind around the idea. :)

My only real constructive feedback is to simplify / clarify the character portraits. In their current state they look a tad blurry / messy. Other than that I really like the visual style.

Anyway, love the idea, love the story as far as I can tell from these glimpses, really looking forward to this.
#1491
The lack of support for this project makes me sad :( It's like people dont care about boobs!
I'll see if I can scrounge up a little bit more money in support, but can't promise anything.
#1492
I am not impressed. Ig299, you need quite a few things here to even make this game worthwhile.
First and foremost, no matter what Darh says, you NEED an artist. I can understand that early game projects can be crude, but this is beyond crude. MS-paint stick figures with white pixels scattered around the outlines is a pretty big misstep when you are starting up the project, and this sort of visual will certainly not get you many players.
Another huge issues is the language. I take it that english is not your first language, and I understand that complicates things when writing, but please do take the time to either run everything through a spell-checker, or find someone who can read/write proper english to proof-read it for you. Just in your description of the game I can see 4 words that are not even words!

All in all, if you have a good story to tell, and can tell it so that people understand it, the piss-poor graphics can be somewhat forgiven.
If you have good gameplay and can code it well (which I doubt, based on your previous projects), this can also be used to forgive the graphics to some degree.

May the Force be with you, man, you are going to need it.
#1493
Quote from: Eric on Thu 12/04/2012 19:26:01
> RUN LIKE HELL
> SAY "LEAD THE WAY."

Yeah, the key part here was the "lead the way" -bit. If you hadn't had that there, you would have automatically led the charge and been the one who got in the line of fire first. Risky, but unlike poor Mike you are the one with a helmet AND a protective vest. Just wanted to bring that up to clarify a little bit how the game works. :)
#1494
Quote from: Eric on Mon 16/04/2012 22:51:41
Not sure how to put this in terms of a parser though.

If you try to input even a fraction of that into the parser, I fear it might explode! :D Keep it simple, and do things step by step, we are not in any kind of hurry so there is no need to stuff a dozen actions in a single input. The game is programmed so that it wont do anything unfair just because the parsers ability to accept input was limited.
#1495

The events of this room were generated by the Magic-8-ball-of-doom by asking it questions like "Did Mike survive the shootout? Is Mike injured? etc.

> Pull our gun out and open the door, hiding behind it as you open it, and point the gun inwards in case you need to shoot

You wield the pistol from your holster. You are forced to drop your pool que so you can wield the pistol and open the door at the same time. You pull the door open just slightly and peek inside, pistol at the ready. There is barely any movement inside, but the room is certainly starting to look more like a morgue than any kind of control room. Mike sits, trembling and even more pale than usual, near the door, sporting what seems to be a profusely bleeding bullet wound to his thigh. Further in the room is a somewhat familiar figure, slumped and unmoving, with a bullet hole near his collar bone.

Miller: "Ack! Shit! I-I think I got him, but I'm hit..."



#1496
Quote from: Frodo on Mon 16/04/2012 08:49:46
Quote from: WHAM on Mon 16/04/2012 08:37:01
Frodo can change HER input if SHE likes,  :P

Wel excuuUUUuuse me, princess (sorry for that lame joke). I wasn't aware that Frodo Baggins had gone through a sex-change operation. ;)

Quote from: Frodo on Mon 16/04/2012 08:49:46
> Pull our gun out and open the door, hiding behind it as you open it, and point the gun inwards in case you need to shoot

Thy will be done, I'll post an update later tonight. I'll get the Magic-8-ball-of-doom ready to do some randomization! Even I don't know what will happen this turn! Exciting times.
#1497
I'll give you guys a while longer to think about what to do. Frodo can change his input if he likes, or others may give input and if multiple new actions are suggested, I will go with the most popular one / combination.
#1498
Quote from: Victor6 on Sun 15/04/2012 21:52:45
Well, according to Mike, we do need to seal the dome via the control room, so we may have to enter sooner or later.

Couple of random questions;- Which way does the door open? and how wide is this hallway?


Door still opens into the stairway, towards the player (this was answered a few posts ago ;) ) and the corridor is about 2 pixels wide. ;)
#1499
The door opens outwards, towards you, and appears to be either made of, or plated with, metal of some sort. It is of what you would probably call average thickness.
#1500


> RUN LIKE HELL
> SAY "LEAD THE WAY."


Miller: "Yeah, let's move!"

Mike takes the lead and the two of you rush out of the sub bay area.



The two of you head upstairs, into the screeching sound of the alarms.



*BLAM-BLAM*
As Mike rushes through the door of the control room, you spot a glimpse of someone else inside the control room. The door slams shut in front of you just as you hear two sharp reports of a gun inside. You stop in your tracks.



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