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Messages - lemmy101

#241
Quote from: Nikolas on Fri 15/09/2006 11:03:54
The original question though was if you would feel betrayed of osme sort if an author made some games for free (or a series), thus luring you into a universe, or a game and then started asking games, as it would be the case of Aprentice III. Would that be a bad thing? Hercual Efforts making a new game and releaseing it commercially is perfectly fine, but the Apprentice 3? Just wondering really...

I think, personally, that the contribution of writing several games and giving them away free of charge is enough that charging for the next one to get some material reward for all that contribution is completely fine.

The fact that it's part of a series is not really a problem as although they carry over characters and an overall theme/plot line you get closure at the end of each story. However, I'd feel slightly differently if, as in our case, it was a game where the story was spread over the three games. Although there may be climaxes, cliffhangers, and closure to smaller sub-plots it is essentially three parts of the same game and and story. To release the first two for free, then out of the blue decide to charge for the third one would be a bit iffy in this case, unless of course this intention was stated before or when the first was released, as with Captain Brawe.

I would however, say that perhaps the biggest reasons to avoid charging for them is because it would pretty much guarantee that you would have a tiny percentage of people playing them compared to the previous games, and also that people will be much less forgiving of their shortcomings (and all games have those) -- these are the primary reasons we have no intention to charge for FE.

Also I doubt any 2D point-and-click would sell enough to compensate for these eventualities.
#242
General Discussion / Re: Getting into 3D
Fri 15/09/2006 12:07:05
Quote from: InCreator on Fri 15/09/2006 02:44:29
Any good/heavily recommended books?
Superb sites?
Other extremely basic things to start with?
Anything?

Some really handy 3DS video tutorials and stuff at: http://www.cgempire.com. Friendly bunch too! :D
#243
Quote from: Sheepisher on Mon 04/09/2006 07:49:31
The new screenshots look excellent - well in keeping with the high quality that you've already established in the other tidbits you've shared so far, so that's hardly a surprise!

Thanks Sheepisher! :D And thanks everyone else we're both extremely proud of how FE is going but such a big project is pretty daunting so all your kind words really help us keep pegging way at it :D

Quote from: Sheepisher on Mon 04/09/2006 07:49:31
I particularly love the conceit you have going with the map screen - that is, to fade in a little "reminder" at the top left of the screen to help the player link game locations to map locations.  Navigating in adventure games is often tricky because you don't have the same sense of spatial reference you'd use in real life, so that's a really nice touch.  It shows thought and consideration!

Glad you like it! Some of it came from neccessity, in that we wanted the whole island to beon the map screen, so didn't have enough space to put locatons directly on the map. We're trying to get across a sense that these locations, despite being just a map-screen click away, are really part of the island, and trying to get across regional differences, for example a North/South divide, and so people describe how to get to these locations once they become available. Hopefully just by that people will remember that Location X is in the North and so on. The fading alpha location stuff looks lovely when it's running (I can say that 'cause I didn't draw it :D)

Quote from: Sheepisher on Mon 04/09/2006 07:49:31
Glad to hear that steady progress continues to be made with this game.  I very much look forward to beta-testing it! 

Steady indeed, we just wish we could work on it full-time :D We're looking forward to (or dreading, I've not decided ;)) people beta-testing it too :D

Quote from: Sheepisher on Mon 04/09/2006 07:49:31
And do PM me if ever there's something I can help out with.

Don't fancy drawing us a tavern, do you? ;D

Thanks everyone!

PS: Does everyone see where the name of the island comes from now?:D
#244
Quote from: Candle on Sun 27/08/2006 18:09:19
Try
mouse.SaveCursorUntilItLeaves();
mouse.Mode = eModeDoorLeft;

Tried that one ;)

SSH: Nope already checked long and hard, nothing is overriding the mouse whatsoever :-\

Cheers guys

Edit by strazer (Don't double-post, use the "Modify" button):

Doh! Never thought to look in plug-ins! Since the conversation system plug-in has its own blocking I was changing the cursor from within there. I'm an idiot! Cheers SSH for making me check again :D

#245
Hello all!

Does anybody have any suggestions what may be wrong here?

We have 4 directional arrow cursors that we want to change to when hovering over an exit.

On the "mouse moves over hotspot" event of the hotspot (which is over a walkable area with a region to teleport to the room) I've tried:

mouse.SaveCursorUntilItLeaves();
mouse.UseModeGraphic(eModeDoorLeft);

This didn't work, mouse cursor stays the same. so I also tried:

mouse.SaveCursorUntilItLeaves();
mouse.Mode = eModeDoorLeft;

Same thing. Just to make sure I tried:

mouse.Mode = eModeDoorLeft;

Can't seem to get my arrow to appear no matter what I do :( any suggestions would be much appreciated!

PS: DoorLeft cursor is #13. I've tried it as"Standard cursor mode" on and off

Thanks!

lemmy

#246
Quote from: CaptainBinky on Thu 10/08/2006 12:01:56
...and mine and Lemmy's is

http://lemmyandbinky.blogspot.com

huzzah!

*cough* *cough* Over here! Hello? :D

Mine would be the same address :D

Thanks!
#247
I think it's a cool idea, go for it :)

Can't wait to see the "May Contains Baps" logo :D
#248
General Discussion / Re: Poor kids of today...
Tue 08/08/2006 17:48:25
Quote from: monkey_05_06 on Tue 08/08/2006 17:42:22
"I love deadlines. I like the whooshing sound they make as they fly past." - Douglas Adams, on deadlines

Hehe I love the way the tagline of that quote stipulates what Douggie was actually talking about in that quote..

"Spanners! He's talking about spanners, I think!... What, no, he's talking about deadlines! " :D
#249
General Discussion / Poor kids of today...
Tue 08/08/2006 17:12:42
We've all got this great nostalgia rich past of crappy graphics C64 games that set your kiddie imagination on fire, point-and-click adventures that you fondly remember, and if you play again you realize a lot of them haven't aged a bit... then the AGS community, of like-minded people who miss those days, relive them, talk about them, and maybe (like binky and I) pretend they're making games in them.

But what about your young kid of today, that bypassed all that? What have they got to feel nostalgic about in ten years time?

Are we going to see a GTACS (Grand-Theft-Auto-Clone Studio) where people all band together and make freeware games involving nicking cars? What cars are you going to have in yours? Can you smash people's heads in with bricks? No? Rubbish...

Or howabout a FPSS? How rubbishis that? "I've decided to go with the...Doom 3 interface... erm that's WSAD and mouse button to fire. Only mine is set in... wild west! What weapons are you going to have in YOUR game? I thought I'd have a shot-gun. Whoopie!

How lame. :-\ Any youngsters want to air their fury at the lack of nostalgic potential in anything that has come out since the Playstation 1?
#250
MY first entry on AGS, be gentle :D

Mine is... The Termitapir!





32 colours including transparency.
#251
Utter coincidence. We came up with the name, then thought "ahhh, it's a bit like the 5th element"... then we thought "ahh sod it, it's better than "Nurse boobie Girl and her adventures on Seahorse Island" ;)

True story :D

Well, the bit about the name being similar to 5th Element is anyway, given the effect of *that pic* "nurse boobie girl" would probably be a more marketable name even if totally inappropriate for our game  ;)
#252
Thanks for the kind words Afflict! Indeed we're always open to constructive critisism :D

On a side note, Dan Marshall over at gibbage.co.uk for some reason deemed us worthy of an interview! You can read it by following this link:

http://gibbage.co.uk/Interviews/

(While you're there, I also highly recommend you download the demo of Gibbage and give it a blast. One of the best indie games out there IMO and worth much more than the pittance Dan's asking for it. :))
#253
Awesome! If you would be able to raise it at some point, that would be much appreciated! Tho it's by no means urgent or anything.

Thanks again CJ!
#254
Quote from: m0ds on Tue 18/07/2006 16:24:50
When is Nik going to start composing, producing, directing, editing, proof-reading & baking the music? :)

He's coming up to see us this weekend as it goes, and will get his first copy of the prologue to start scripting music into! :D

Go Nikolas!!! WOOO!!!!
#255
hehe don't get too big a big head about it though Yurina;) but your support, as well as everyone else's is much appreciated and has helped a lot to keep us going (it's turned into quite a gargantuan project as time's gone on lol :S)

Though I have to say the "You guys rock" comment put you eternally on our good side ;D hehe

#256
Quote from: Yurina-chan on Tue 18/07/2006 15:55:38
How come? I'm really curious about that... :P

1. You've been continually supportive of the project and helped keep Binky and myself enthused to continue making our game.

2. Given all the "controversy" surrounding *that* picture (You'd think it was the cartoon of Mohammed!) it'll be interesting (and probably theraputic ;)) to see what a woman's reaction to the finished game was :)
#257
Quote from: Yurina-chan on Tue 18/07/2006 15:48:00
I agree. Art and story design take most of the time. It depends on the game what'll take more time of those two.

Of course, the difference is when it comes to the story the most it involves is sitting there on the sofa and excitedly rambling on about ideas and have a few drinks... doing the art involves hours and hours of staring at DPaint/Photoshop :D

Quote from: Yurina-chan on Tue 18/07/2006 15:48:00
I'm glad this game is not stopped, it's on my "wanted"-list of AGS games... :P

Thanks Yurina! :) And you're on my "wanted" list of Forgotten Element players :D
#258
Quote from: TastyCrisp on Tue 18/07/2006 13:26:36
Good to hear things are still progressing. This is another adventure game I'm eagerly awaiting to have a good ole go at. Just hope the story matches the great artwork! :D

Thanks TastyCrisp! :D

We'd like to think so :) We've been developing the story for the past couple of years, long before we even discovered AGS, or decided to do a point-and-click, we have quite a substantial mythology, history and social structure of the island we've set it on. We like to think the story betters the artwork, but of course you will need to be the judge of that :)

I would say more time, all in all, has gone into the story than anything else at present... though there's a LOT of art in the game so when it's finished it will clearly be the art that's taken most of the time :)
#259
I'm accessing them through a C++ plugin, therefore they need to be objects really:-\

Will have a think about it though... might be a solution around this...

Of course it means I can't drag them around and fine tune cutscenes, and it's back to editing X, Y coords again either way...

Cheers,

lemmy
#260
Advanced Technical Forum / Room Object Limit
Tue 18/07/2006 11:13:54
Hullo all!

I'm just wondering if the max objects per room limit is fixed at 20 for a particular reason, only we're using invisible blue cups for waypoints for characters to walk to in cutscenes etc, to allow us to reposition characters positions throughout cutscenes without editing the code (and for other reasons relating to our conversation engine)

This means, in the first room for example, I have hit the 20 object limit even though I've only got 4 actual visible objects in the room... the rest being start positions for characters, where characters move to in the room etc.

I could probably get around this for this particular room, but can imagine some larger, scrolling rooms I may simply not have enough objects to put the waypoints I require and the visible objects I require.

Is there any way around this? Would it break stuff or slow down if this limit was increased?

Thanks!

lemmy
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