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Messages - kaputtnik

#121
Just had a beer and finally played the game, haha.

A very satisfying experience, although halfway through I got the feeling I might as well be watching a short movie instead - actually, the game plays a lot like it was based on a movie script - certain things have to happen in a certain order to get you deeper into the next stage of hallucination (or reality, up to you to discern those); also the animated cutscenes (Great work on those, and on all the animations, Baron!)

I enjoyed the setting, particulary because it allowed for fantastic things without being fantasy - the obsession with insects felt pretty kafkaesque to me, which is - in my opinion - basically the only way to portray surreal things without trashing realitiy at the same time.

I would have liked some more interactive dialogue, though. I obsess about this sometimes, but I guess that's also one of the reasons why I felt like watching a movie at some point (The puzzles were very nice, I didn't have any problems even with my inferior puzzle-solving skills, haha). I think you really used the on room concept in a very smart way, sticking to the traditional definition of "room" in an adventure game, yet expanding the room through the mind of a not very reliable main person.
#122
Alright, thanks! Works like a charm now - so much for copy&paste without being able to wrap your head around what the manual says...
#123
Yep, old topic - but it is pretty much exactly what I need, only I can't really get it to work and need a little more help. I've got the overlay working correctly and nothing crashes, my script here simply does not do anything:

Code: ags

function LampWand_Interact()
{
  if (heraldspeaking != null){
    if (heraldspeaking.Valid == true){
    oLampWand.Visible=false;
    oStaff.Visible=true;
    cPu.AddInventory(iLampion);
}
    else if (heraldspeaking.Valid == false) { 
    cPu.Say("Unauthorized borrowing suspicion matrix advises against this.");
    heraldspeaking=null;
}
}
}



That's what I've got in the global script:

Code: ags

Overlay* heraldspeaking;
function Doomsday(String message) {
heraldspeaking = cHerald.SayBackground(message);
}


And this here is on top of the room script:

Code: ags

import String message;
import function Doomsday(String);
Overlay* heraldspeaking;


What I would like it to do: Build a simple "distraction" puzzle where you can only snatch an item if the person is talking = distracted.

Thanks in advance!
#124
AGS Games in Production / Re: T.O. Noir
Sat 15/05/2010 21:27:13
Gah! I thought that was a snake!
#125
Quote from: ProgZmax on Sat 15/05/2010 15:28:44
The music is too acid trippy for this mighty full length adventure of ultimate seriousness.

Sorry, I tried very hard for an epic Japanese RPG soundtrack; this was my best shot.  :-[
#126
General Discussion / Re: "Band" name?
Wed 12/05/2010 08:39:35
Quote from: Darius Poyer on Wed 12/05/2010 03:19:09
I'm sure there must be something left in the world of straight colour to use.

like white, blue, magenta...

The CMYK Eyes. Or roses? Or The CMYK Hearts? Anything that already is a band name will be improved greatly replacing the actual colour with CMYK.

Except "Simply Red" maybe, haha.
#127
Surprise! I was just wearing my exclusive The Marionette (TM) shirt and walking around like a zombie marionette when my girlfriend took a picture of unsuspecting me! I thought I'd share that, haha.



If you take a close look at the room and draw the conclusion that I distorted time and space while doing this: No. I had just climbed a ladder, which is a terribly difficult thing for a zombie to do.
#128
Hello!

I also helped somewhat on this game, even if it was only testing things and saying "Why does it crash the game when I try to talk to the tree while I am holding a root?". I have some opinions to share, though.

Normally, or at least everytime Ben and I have teamed up so far, I keep pushing in the same direction AC went: Who are those people, why do they do this, and why should the player want to take control of them and help them overcome the strange obstacles we throw in their way?

I didn't here. I knew every line would have meant a tremendous extra effort for the voice actors (which equals: "Adios, MAGS deadline."), I realized that the two of them were already going to their limits and, most importantly: I already knew the background story, because Ben had told me. Which practically incapacitates my objective beta tester position concerning story progression and character development, obviously.

The writing appealed to me most of the time, although I felt the Beckett Grotesques took a part that was a bit disproportional in relation to the other scenes. I didn't find this tiresome or over the top, though, because you see poetic expression in video games so rarely that I, at least, enjoy it every time it is not downright embarrassing. And it was definitely not embarrassing in Eternally Us.

I do agree, though: If there should be time for an updated version, jump at the pidgeons! I mean, really seize them! It's a classic in short movie storytelling to get people to relate with characters very quickly: put them on a park bench, in a sewer, in a bouncy castle or in an elevator together and let them solve a task.

That said: I read through the whole of your post, AC, and I had the feeling that half of the length of it was basically friendly banter about how people should not get you wrong, hehe. I guess it was worth it, though, I feel like you made your point in like a real gentleman, fighting against his personal foe "lack of character background and development in computer games". Which is also my arch nemesis!

But I guess this is absolutely valuable feedback you gave there, and you have every right to voice that, and I am on your side on this one. To me, Eternally Us is like a step in the right direction, but at the same time you lost your watch hurt your ankle and now curse the whole step in the right direction, because you could have taken that step so much better. But it was a decent step alright, one month's worth of a step in the right direction!

edit: thought of a better metaphor than "losing your watch".
#129
I...must...endure!
#130
I just had this idea for a game...
#131
I've been dreaming of a Bud Spencer + Terence Hill beat 'em up for the SNES all my childhood. Two player mode, silly jokes, milk restores your health, bumping heads together and knocking mean guys in the ground with one stroke of your giant fist - that would have been incredible!
#132
Too bad there isn't any actual gameplay to go with the drunk man's automatic piano, Ivan!

And: Fantastic efforts in interstellar and earthbound sports, guys!
#133
King!



Oh, that's neither a race nor a class, right?
#134
I frequently put bread on my sandwich, yummy.
#135
*harg, harg, harg*  :=
#136
That's because everybody can write and make it look like dialogs. If I script some nonsense, the game won't work. If I write up some flimsy lines for my shallow characters, there is no debugger to stop me.

On another note: Also completed the survey and liked Science Fiction the most this time!


Quote from: Calin Leafshade on Fri 23/04/2010 16:04:00
One thing I find interesting is that alot of people said they didnt find dialogue writing to be the most difficult part.

But i think dialogue is practically always the weakest point of AGS games (which a few notable exceptions, Blackwell, Trilby, Downfall (to some degree))
#137
AGS Games in Production / Re: Wretcher
Fri 23/04/2010 14:14:25
Quote from: Mr. Matti on Fri 23/04/2010 00:18:12
Wow, this looks nice!

Haven't played Clocktower, but watched some videos. You really captured the style and I'm looking forward to cool chase scenes. Can't wait for the demo coming out.

This does look exactly like Clock Tower, actually. Will the Wretcher also have those huge scissors?
#138
The Rumpus Room / Re: Best ROCK song ever!
Fri 16/04/2010 14:32:08
Okay. I used to refuse the whole concept of one BEST ROCK SONG of all times. But I have been proven wrong, oh so wrong. I have discovered the BEST ROCK SONG, and there will be no discussion. There just can't be!

Montrose - Space Station #5
#139
I actually think that this idea by Progzmax is so good, it should be an established and recurring MAGS theme. Almost anybody on these forums has some kind of unfinished game rotting along on his harddrive, never finished because of technical issues, lack of motivation, scheduling problems...

I also think that this might have been perfect to coincide with the easter holidays (most countries do have them, right?) to make for a nice holistic resurrection MAGS.

Well, maybe not. But the idea is great, and having one of those every year would mean much more great games with maybe tiny little flaws to play.

Also, Igor's serious B-movie theme is A+.
#140
Is it Mick "Crocodile" Dundee?
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