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Messages - qptain Nemo

#561
I won't say anything new here: this game's looks make you want to play it. Good luck with it!
#562
AGS Games in Production / Re: King's Quest IX
Fri 23/07/2010 20:44:47
Whatever this is, this is brilliant.  := I nearly laughed my ass off when I saw this. :D So thanks, guys, for making my day.
#563
General Discussion / Re: online plug-in
Fri 23/07/2010 20:24:42
Quote from: GarageGothic on Fri 23/07/2010 18:43:56there's probably a reason why no commercial games have tried since.
There also a reason why people gather in one room to play a single player game, as well as read and make Let'sPlays, don't you think? People want to play stuff together, they liked it and always gonna like it and will want to do it. So I personally believe that there's a potential to this idea (let's leave aside this particular attempt of implementing it here). Shivers 2 wasn't really a blast hit game on its own to adequately judge this feature by it.
#564
Quote from: Cuiki on Fri 23/07/2010 17:35:44
But if you show your progress each week, then you kinda reveal what your game is about, no?
Well... yeah. But:
1. Not everybody has to check on your game every week and obviously not everybody will. Only the competition hosts have to check if you're making progress or not. To the majority of public your game will still be completely fresh after the moment of final release.
2. It's very likely you're revealing stuff in your game in chronological order anyway unless you have some exotic non-linear development methods. So even if somebody plays every week's demo, he still gets everything in the kinda appropriate order without really spoiling anything I guess.
3. If you're really concerned about this, you can follow the rule very formally, i.e. submit demo with new rooms available, but make all hotspots not fully interactive or in some other way make demo non-revealing.
4. And finally the quite obvious measure which I came up with only after writing all previous stuff: the demos that are submited to the compo can be made non-public. Or they can be made either public or non-public by the will of the developers. Because it only matters that the competition hosts check on your progress after all.
#565
Andail, I wouldn't just test the endurance of makers, because it can be fun to watch but the games' quality can suffer if it's just a some sort of race instead of a game-making event.

I'd do it like this. There's a fixed deadline - 1 month or 3 months or 6 months - depending on how complex the contest's topic & concept are. Everybody must show progress at least once each week until this date strikes. Anyone who doesn't show an update in a week drops out and his game doesn't participate in the final voting/choosing of the winner. But anyone can at any moment claim that his game is finished, in which case his game remains eligible in the end, but obviously he can't update it anymore and will have to compete with games which were worked on for a longer time. Games that make it to the end are judged/voted for as they usually are: by the overall quality, how enjoyable and well-executed they are, etc.
#566
I was babbling random crap on #ags as usual while people hinted that one particular idea is worth sharing so here you go.

The idea for the competition is about that it lasts relatively long - a month, two months, three months or whatever - but each participant must submit a demo of his/her game every week. Moreso the demo must contain new content every week. For example each new week there must be 2 new rooms in the game. Of course some variety in this rule can be made, i.e. if the maker doesn't want to add 2 more rooms at the moment or at all he must add 15 more interactive hotspots, or 10 more dialogues or some puzzles or some other original content. If he doesn't he either claims his game to be complete or drops out of the competition with much much shame.

As the one last note - as much as i love AGS i'd like such compo to be engine-wide.

Thank you for your attention.
#567
This was a hilarious game which I enjoyed greatly! Very well done!
And Greenbody, you have a simply brilliant avatar and personal text combination @_@
#568
okay, it's absolute crap. but people. one friggin' hour. it's not like i really had the chance to polish anything. *sigh*
http://www.sendspace.com/file/wfdies
#569
Whoa, so a lot of you guys expect an adventure gamer to have patience to read through everything but no wit to determine what's important for them? It's a rather bad adventure game that gamer would be playing if the only thing they need to figure out is how use one item on another. And still I don't see what's wrong with saying 'No, I don't care for your stupid pipe' and then realizing you have a puzzle with that pipe and returning back to the NPC and telling him/her 'Okay, tell me more about your pipe, I want to know everything about this wonderful piece of equipment, especially its role in the backstory of our world'. The good adventure games are about thinking your way out of a situation and interactivity. So I say don't deprive them from either interactivity or necessity to think over stuff.
I mean seriously, of course inserting only worthy stuff and inserting it smart enough not to hurt the narrative is important and I agree with folks who mentioned that, Snarky for one. But you guys are just pitying a hypothetical dumb ogre who is playing your game and saying 'Duuuuuuh, you made me talk uniteresting unimportant silly conversation topic, i hate you for that :'( ' here.
#570
Argh, that's heartbreaking, the screenshots had almost driven me to orgasm. Oh well. Good luck with other stuff. But I really wish you'd return to this one, maybe with some help of others, yeah.
#571
Everybody is probably just craving to know my opinion with me being Snakes of Avalon tester and all. So here you go, sweetpies
The idea and presentation were sweet. The gameplay, however was lacking. Why such beauty must have so little interactivity?
But the rain was awesome. Every game should have such rain. Do you hear me? Every gaymeh!
#572
I tried to hid the fact that I'm a self important jerk and think of me testing this game as of a really big deal by not posting in this tread... but I think somebody blew my cover.
So anyway.
When I stopped fooling Ascovel and really played the game I found it to be real fun. So should you. Dopey humour and outright adventure gamey self-mockage are present, so what's not to like, eh?
Well, maybe except the toilet guy. He's real jerk. I'm nominating him for the best NPC in AGS award this year.
#573
Completed Game Announcements / Re: The Vacuum
Fri 14/05/2010 16:02:46
Makeout Patrol, let me say that I'm rejoicing about your return and your site being up again! I can't respect you more than I do for making this game. Well, at least until you make next another awesome game. :) And I really really do hope you will. Keep us informed!
#574
I'm not a fan of panoramic view games, rather an anti-fan, but regardless, your screens look very atmopheric and pleasant. And investigation gameplay you promise is an absolutely desired thing. So I'll be looking forward to playing your game and wish you the best with making it.
#575
Well, was it nostalgic.  :) I barely remember the original, so enjoyed this one just as if it was new. Very adventurish feel overall which is good. Radley's house location turned to be remarkably atmospheric for me, so I guess I liked it the most. However, I'm not sure if it was that good idea of replacing the blow up the safe puzzle with
Spoiler
cracking the safe with stethoscope
[close]
I mean, come on, it's just so over-cliched that it's arguably worse than blowing the safe up. It was done many times before. But geez, at least thanks you didn't make us find the code hidden and/or cyphered somewhere.

Music is brilliant as it was back then. I sure liked the voices. ProgZ is a hell of a funny old man.  :=

And this animation wherever the ghost kicks your ass was fun. :D
#576
Thanks to bicilotti, you've got one more player. Enjoyed playing the game and its 'easy to learn, difficult to master'-ness. :)

Found this pretty funny hack: if you press tab, you can see adventure-style inventory with a key in it. When you close it, the mouse cursor remains visible, so you can 'look' at the spaceship to get this famous...
  :=
#577
Quote from: FSi on Sat 13/03/2010 10:20:07
actually, try Saya no Uta if you don't mind torrenting
Actually, I even second that, that's an interesting experience.
#578
I find playing adventure games with good friends to be ultimate fun.
And I do believe that an adventure game can be multiplayer.
#579
AGS Games in Production / Re: Dead Seven
Thu 11/02/2010 10:53:15
Um. To be honest I'd really change the color scheme. Grey and white isn't very hackeresque and inspiring. I'd go with varieties of black, green and/or blue. But that's just my taste. Take it into consideration or disredard it as you see fit.
#580
Well, I'm obviously super-late as usual, but I also want to express my utter amusement with Aero-Nuts. It is very charming and fun game of the kind which we should see more often. Congrats with winning the maggie and being nominated, you deserved it :)
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