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Messages - miguel

#2181
I just redone the shield, It wasn't working right!
hope you like it,
you will want to add some more detail I'm sure
#2183
Wow! Really funny!
I would go with that cartoon with no fear in any game, but because you asked I think of two things you could improve:  the shield could be bigger and a bit more perfect and also the sword, you could use bended lines in paint to give it that sharp blade look, also put some bright colours on the blade to make it shine!!!
Other than that I think it's really cool! :)
#2184


You found Count Dracula with weird feet! ;D
#2185
The graphics on the Abbey look just amazing, checking the vespers new 3d/if thing now (nothing one would not expect). thanks for the links
#2186
''Calling a blonde girl a useless item isn't the first description I would think of'',
Your right TwinMoon, and I apologize to all the blond girls in the forums, ;D
Sometimes when posting in a rush I just overlap my thoughts!!!
 
#2187
I would love to see a game beeing made based on Umberto Eco's The Name of the Rose, you have all the ingredients there: sex, flagelation, murder, religion, history, weird characters, a detective and his aprentice, puzzles!!!
#2188
General Discussion / Re: Totally rad C64 game
Mon 17/03/2008 12:50:46
Bruce Lee is still THE GAME for me, although I was better playing it on the Spectrum!
I use the c64 emulator from Computerbrains C.C.S. btw and get my games from C64.com
The music on the c64 for Bruce Lee rocks!
#2189
I'll wait a bit and get it on Amazon in a couple of months ;D
#2190
I know the feeling Vince Twelve ( I am a fan of your work, btw), it's just stronger than you, I thank god everyday when I wake up and see my boy smiling at me.
Kids make adults believe that the future can be better, now that's one thing writers explore often, and I think it has been done in games before ( ICO for PS2 shows a bond between a boy and a girl trying to escape hazzardly situations and turned a normal game into something of a cult game ), movies do it often ( the recent movie staring Naomi Watts and Vigo Mortensen is all about a baby's life in the end although it shows Russian Mafia insights).
So we can all agree that sane adults will allways protect babies and suffer if they do, thus making it a good theme for a project.
#2191
Critics' Lounge / Re: Run Cycle - Dev Bot
Mon 17/03/2008 10:52:36
Yup, draw the left arm back
#2192
Quote from: Andail on Mon 17/03/2008 10:07:15
Quote from: ProgZmax on Sun 16/03/2008 19:46:03
I will just say that I disagree with the notion of 'losing' immersion in a novel when events occur that lie beyond your realm of firsthand experience; I've read many novels where the most fantastic parts of the story were the most compelling and immersive for me, so really, it's about how well the storyteller tells his story that determines how deep you get lost in the narrative.  Of course, you have to actually have some interest in the subject matter for it to really draw you in.

Allright, maybe I generalised a bit there. Let's say that it's easier to become immersed in a story whose elements are well familiar to you. I remember how love stories in general became vastly more accessible for me after my first love affair, and how a story about separation climbed in personal relevance after my first break-up. Likewise, I anticipate that books or movies about having children (or raising them, or losing them) will touch me deeper once I get my own children, no matter how well the writer conveys his feelings.
Crime and Punishment will affect you stronger if you've experienced severe guilt. People who've struggled together to overcome economical hardships might appreciate Grapes of Wrath better than those who haven't.
Some things you need to have gone through, touched and smelled and dealt with, and if you haven't you can only hope to imagine what it must be like.
All people can relate to losing and missing someone, but not all can easily relate to the practice of eating a human heart...

hello, I just want to add somethings here,
I agree that personal experiences help to relate to a story, and the choice of books you've choosen are not only classics but meaningfull for the subject we are dealing. Everytime I see children sick on TV I get really emotional because I am a recent father and for 9 months of my life I just wanted for the baby and mother to be healthy, so yes, some stories work better on some people than other but real talented writers can build those emotions on readers even when they have never experienced such events.
I also want to say that writing for adventure games is a totally diferent thing than novels. The pace is diferent and rithm can be a tricky matter with puzzles that aren't intuitive and last for hours, so I think we all should focus on the basics of adventure gaming writing and create them if there is need for it.
#2193
Hello to all,
I think everybody said something true here and I just want to add somethings that we can all agree:
- if the remarks are well written about even useless items then one would like to examine/pick them up, it adds to the character personality;
      Example:  Examine- Blonde Girl waits for a bus - 'Someone waiting for a bus'/'A hot mamma needs my assistance!'
      Example: Interact - Man behind counter - 'I don't want to.'/'In this part of town that could be dangerous.'
      Etc...
- huge amounts of inventory items although unrealistic add to the lenght of the game and people like to have things, I think that the ideia of allowing the player to colect everything he sees and then have him punished for stealing or dangerous acts is brilliant(radiowaves);
If you don't agree with me then it means someone thought about this more and better and that's what makes us better! :)
#2194
Hello Snarky, it's an honour,
I didn't explain myself very well, the book puzzle I mention was based on  Indiana Jones, remember the huge shelves? You would have diferent hotspots named 'books' with diferent coments when 'looked' at and possibly a 'I don't know what I'm looking for' when 'interacted'. Now the plot changes and this one book, maybe a diferent but subtle colour to it, is found, thus the hotspot becoming 'book' and not 'books'.
I remember passing the mouse over it very slowly, trying to find that book, and it felt nice!
Someone mentioned how Lucas Arts designed their games and it's absolutely true. If your placing the player in a situation that he could logically use a object to solve a puzzle and then you don't allow him to, it's going to become frustrating, so you'll need the 'not just now' or 'not yet' kind of phrases, just to reasure the player that is on the right track but he's missing something.
#2195
General Discussion / Re: Emo Music
Sat 15/03/2008 13:47:29
emo means your brain doesn't have to make an efort when listening to it, it has no depth.
#2196
I've been to the site and it looks promissing and a very interesting idea. There's not many files if you pick all the options you have avaiable but it's only in the start and authors should upload their files soon.
thank you for it :)
#2197
Hi! First of all I must say it looks good! Very nice indeed! A room that would make me play it. I would just check the bricks/furniture perspective on the wall to the right, somehow it's not matching. Maybe it's me. :)
#2198
You have lots of books on shelves, the plot doesn't drive you into a particular book but you still click the books and get some funny/not funny titles. The plot twists and you need that one book, so you go back and instead of getting a 'books' hotspot you'll get 'book' hotspot. You look for it and get what you want.
You all remember this puzzle, it's a classic, but it works. So, I guess it solves many situations.
#2199
Looks good!!! I also think that it would work better if it's a comic game (Scary Movie?).
Good luck! :)
#2200
I also agree that your examples were a bad choice, Emerald, :(sorry, although must of what you wrote is true IF you're writing a novel.
A novel has the necesary lenght to allow the writer to explore characters and their personality, backgrounds, locations, etc...
When writing for a adventure game, the author does the same with a diferent aproach, he will hint things at the player through the game, he'll add cutscenes that help building up his characters and react to the game world, thus showing  the character view.
I believe that good writing for games must be smart and inteligent because usual players are used to it (most are into movies, books, theatre, music, etc...), BUT ALSO a good game must have good graphics and animations and music. I believe you have The 3 Ingredients there: story,art,music.
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