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Messages - ginanubismon

#21
Quote from: Dualnames on Sun 31/08/2008 20:50:36
If it's not my fault, I 'd say I don't really understand what is a working 20 sided die.. if you could explain yourself I'd be happy to help you out.

A 20 sided die is commonly used in pen and paper rpgs, a lot of tile board games and other things.

If it helps, here is a picture link.

http://upload.wikimedia.org/wikipedia/commons/c/c7/BluePlatonicDice.jpg

The die at the left end is a twenty sided die.
#22
Hi, I was wondering how can create a "working" 20 sided die that is completely random.
#23
Wow, I loved that last OUAC, it was one of the few AGS games I had played all the way through lately.
#24
Critics' Lounge / Backgroud for C&C.
Sun 20/07/2008 19:20:03
Okay, the scene is a basement of a very twisted mad scientist. The character walks down the stairs to discover the blood on the floor leading into the drainage system and a tray of medical tools plus a door with no handle.



The biggest problems I have is figuring out perspectives and the lighting, any advice on that sort of stuff is greatly apprachated(sp?).

And any advice on how to make it more, scary/mysterious is welcomed.
#25
Critics' Lounge / Game Idea: Polybius.
Sun 15/06/2008 04:49:31
In 1981 a German company called Senneslochen had near secretly release a game into the local portland area, some in bars while other in backwater arcades. The game was suppose to be so popular it nearly caused local coin shortages in the area, but afterwards players would act strange, some swearing off games (and some becoming anti-game activist), have nightmares, vomit, become enraged and some times even die, both from mysterious causes and suicide.

This game, was called Polybius.

And it is all a bunch of bull, a supposed hoax that was created by a member of usernet that took off like wild fire and changed into an urban legend. Many people have claimed to have played this game, but no proof of this game exist.

Until now.

A young collector, about fifteen or sixteen years old, had just bought his first arcade machine from a private seller for five bucks just to practice fixing arcade games. After getting it home he gets to work, which his mother kind of thinks is fruitless. A few weeks pass, the young collector was found dead in this room without any cause of death; he was healthy, there was no signs of suicide and his window and door were locked.

You come in after his funeral, arriving with your other child you begin to try drink yourself to death, wondering into the garage where the hunk of juke sits. In anger you blame it, curse it then kick it when you heard someone scream, checking the house you think it was in your head until you see someone, or something, hiding by the window.

It just gets stranger from there.

That is the game idea, it is you, a grieving mother, verses an freaking obscure entity of an arcade game that seems to be bending reality all around you.

I plan on a short game, just one mid-size house with some alternate pockets of universe and a few characters.

P.S. the urban legend is "real", just look up the name on wikipedia to find it.
#26
I like this, it kind of reminds me of a lot of those Comix I use to read.
#27
Basically the question is how many frames is enough for simple things like walking, taking things, talk, ect. and when it is too much?

Personally speaking I try to have a "high-frame rate" which I try for at least twelve frames per second for slow animations (walking and grabbing things) and about five-eight (sometimes even four) frames for fast frames. Anything after that I just get kind of bog down, I could aim for sixteen some times but I get tired and distracted easily (hey, a duck).

On the other end I also believe that anything going over 30 fps is kind of a waste, and maybe a little insane and going over 60 is utterly out of one's mind.

That is all I really got to say, what's your opinion?
#28
AGS Games in Production / Re: Craft of Evil
Thu 27/03/2008 23:51:07
I like it, but do I detect a little influence from the 7th guest?
#29
Wow, I cannot wait to play this game.

And I want to see the villain sell out, too.
#30
It has been already been said but this game looks fantastic.
#31
The game looks great, I take it is more inspired by the book series.
#32
The Rumpus Room / Re: The Game Idea Thread
Thu 20/12/2007 05:52:22
Quote from: Oddysseus on Tue 18/12/2007 20:59:58

"Mr. Shmeck is Going Mad."  Basically, you're crazy and you forgot to take your pills.  The game is set up with timers, so that every minute or so that you don't take your pills, the background changes.  The background has five stages: 1.normal, 2.normal but fuzzy, 3.things start to look like other things (your refrigerator grows eyes, etc.) 4.Things become other things (phone in the kitchen becomes a phonebooth, pet cat becomes a tiger, etc.) 5.dark and creepy and evil.  After stage 5, if you don't take your pills within one minute, you die of a heart attack.
The trick is, you can only solve certain puzzles by intentionally going a little nuts.  For example: the door leading outside is locked, but as you get 'crazier,' a mouth appears on it and eventually grows large enough to crawl through.  Once you pop the pills, the door is still locked, but you're outside now.  So then, the question is: if you're sane now (as you should be, because modern medicine solves everything!), how did you get through the door?  Are you really crazy, or just seeing into another dimension? (cue Twilight Zone music).

What do you think? Would it be possible to script something like that?

Both ideas are freaking awsome, I do like the idea of the character's sanity playing a major role in the puzzles and then popping pills to over take it. I love to play them.

Here's an idea:

You take on the role of a team of the usual paranormal investigators, you know the type in Point and click games, and you head out to any location that has any type of seriously wacky paranormal stuff going on.

This time the team goes to a store, an abandoned Wal Mart of all places, which was suppose to be an April fool's joke for the site the team runs but finds some really strange things like iron bars on the employee areas and everything had been lefted where they were on the shelves, even the meat (which sticks to the high heaven.)

Now the team wants out, losing their collective ever loving minds as things happen that shouldn't and trying to stay alive as well.
#33
Adventure Related Talk & Chat / My turn.
Thu 25/10/2007 02:25:30
My turn.

Ben Jordan 7: sensitive sounds

Ben Jordan 7: paranormal warrior

Ben Jordan 7: Call of Grendal.

Ben Jordan 7: Catcus people.

Ben Jordan 7: mean, lean, fleshy.

Ben Jordan 7: one more until eight.

Ben Jordan 7: Bionic cheese.

Ben Jordan 7: call of the sands.
#34
What an amazing game, I love the whole graphic style.

And for the "glitch", I would personally leave it for now. It seems so, disoranting(sp?).
(When he meantions "room cordinates".)

edit by mod - posts combined
#35
Sounds like a pretty interesting game, I particually(sp?) like the graphic style and the story.
#36
Out of pure curiousity since I read a lot about AGS' limits I was wondering what about Multi-scrolling.

I know that there is a plug in for parallax but I know nothing else.
#37
The Rumpus Room / Re: Happy Birthday Thread!
Sun 13/05/2007 02:14:56
It is my birthday today! Whoohoo!
#38


http://i33.photobucket.com/albums/d68/ginanubismon/Test.gif

(In case the image does not work.)

What I like:

- His feet.

- The bishonen/feminine/Boy's love design.

What I am on the fence about:

- The fur "collar", I wanted to draw him with a fur collar for "cuteness" but it turned out "meh".

- The jeans, iffy about those ripped cuffs.

- The hips, I wanted girlly and narrow hips as a joke but I never wanted them to be THAT narrow.

What I dislike:

- The Dorthy Hamel hair cut.

- The hand paws, I wanted thick but cute yet I get this.

- The tail and ears, at first I thought it would look good but in the end I hated who it turned out.

General notes:

I'm going to change the animal design from fox to bunny because it might be easier to animate and might make some sense in some puzzles (such as long/high jumps).

Technique for creation:

Original design sketch I used number 2 pencils and a lot of papers, during the last copy I switched to a mechanical pencil (.07 MM) and then scanned in at 150 DPI in greyscale then in MSP I reduced it further to one setting just before monocrome (makes it easier to shrink down then "trace" around.)

What am I looking for:

How to make the next design better, and any art tips would help greatly.
#39
WOW, this is one of the best AGS humor games I have seen in a long time.

I am defientally watching this one.
#40
We have touched on the subject of adventure game puzzles many, many times before now I must bring up another thing I believe to be another curcial - Spelling? - part of the point and click community, the arrow icon.

I thought of this while trying to decide on what kind of interface I should have, which I am still trying to settle on but that is for later, and the thought of that the wong icon would and could break my game's atmosphere.

On one hand I could have a shifting arrow, when it rolls over an hotspot or person it would change to a shape and the player just click it, what's annoying is the lack of choices for the player to interact with the surround but I kind of love the whole streamline thing so I can focus on the puzzles, gameplay and story.

Yet on the other hand there is the standard look/grab/item arrow that is used a lot, they are great if used right, it can bring the player further into the whole game (and story even) but if the icon does not quite matches the atmosphere it may distrupt and even ruin the whole game like a bad, out of place puzzle.

What it comes down to in the end is the how and where.

Sorry for the rambling and if it did not make scene, I wanted to discuss the topic and really do not have much of an idea to bring up a classic part of the Adventure games.
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