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Messages - qptain Nemo

#261
So you just decided to really awkwardly point out and praise the sarcasm for no reason? Alright then, my bad! Sorry! I'm just a rude asshole and really can't stand when people find sarcastic remarks to be something worth complaining about in itself.
#262
I love adventure games of 90s but no I don't miss the days, because there are plenty of modern adventure games that are on par or better. So my advice - stand on your own legs. Besides,

Quote from: SinanDira on Sun 22/09/2013 22:21:11
2) the false impressions;
this is inevitable because how the heck can anybody be sure you'll actually live up to whatever classic standards you're claiming to stick to. You basically want to imply you're making something as good as Monkey Island. And even if that possibility tempts me, theoretically speaking, I'd rather see you demonstrate that in any way than simply state you want to.

Quote from: SinanDira on Mon 23/09/2013 02:15:38
Thanks for the sarcasm, dude, it's really helpful!
Oh, go fuck yourself. Trying to dismiss somebody's excellent argument for its appropriate use of sarcasm is one of the laziest and most obnoxious forms of moronic behaviour. Yes, it was helpful.
#263
At 5:09 mark of the latest episode of Zero Punctuation Yahtzee is seen holding a blue cup not unlike the logo of our dear game engine. Is it an intentional reference? Is it a divine sign? It is a conspiracy? Let's speculate!



Spoiler
Personally I think it's a playful reference intentionally meant to trick AGSers into thinking it's meaningful when it's actually not. But it could be a subtle Valve-style reference to him working on another AGS game. And of course it's still likely to be completely unintentional altogether.
[close]

(I do hope this fairly innocent silliness is acceptable)
#264
Your lack of logic is baffling, Khris. I don't even know where to start. The irrelevance of someone being an "evil liar" or not in the face of very real possibility of people being liars, which certainly isn't any less than the possibility of people being ("evil"?) rapists? Saying that "just because" someone wasn't proven to be guilty we shouldn't let them "get away" with it? Your intent to culturally fight rape by semi-knowingly accepting (or almost encouraging by the sound of it?) the injustice over other innocent people as some kind of noble sacrifice for the raped people? Wanting to discourage rapists and encourage liars? The idea of fighting the culture of injustice and violation by some more injustice and violation is the most baffling. This is a trainwreck of an argument. There don't have to be any compromises between liars and rapists. There must be as much justice for all as possible. And it sure as hell begins with innocent until proven guilty for all involved parties no matter what they are suspected of doing.
#265
The Rumpus Room / Re: Icey games' thread
Sat 14/09/2013 16:59:05
Quote from: bbX1138 on Sat 14/09/2013 12:40:26
You know, Snarky, you're making this thread a lot less entertaining for lurkers...
Just use the notify button and receive all replies in the thread as they are posted.
#266
The Rumpus Room / Re: Icey games' thread
Fri 13/09/2013 06:56:42
Those graphics are nice!
#267
The Rumpus Room / Re: Icey games' thread
Wed 11/09/2013 06:23:43
Congratulations. ;-D This is amazing for many reasons. Good luck.

(Edited by moderator to remove flame-bait)
#268
Quote from: Trapezoid on Sun 08/09/2013 23:49:43
This might be a good place to share the interface I've made:

http://www.neilcic.com/testgame.zip

It's basically a bunch of crap I've scripted purely for fun over the past year or so. I'm not even working on any specific game. There are definitely bugs, and the code is probably in no way understandable or releasable, sorry.

It uses an onscreen interface. I prefer the bottom-third method, but it could definitely be less obtrusive, semitransparent, etc.
Clicking on the verb icons with either mouse button will assign that verb to the mouse button clicked. The ampersand button assigns the context menu feature.
This way you have quite a few options as to how you want to play. If the player wants "left click use, right click look", they can quickly set it to work that way. Or they can play LucasArts/Sierra-style (click the verb, then the object, "constructing a sentence" style.) OR they can use the popup context menu (which remembers your last chosen verb to minimize scrolling.)

edit: Oops, forgot audio.vox
OMG! Trapezoid, this control scheme is brilliant! I love it. :) The scrolling menu alone is pretty damn great but combined with the ability to reassign buttons it's simply amazing. I'm assuming you don't mind it being reimplemented by others?

edit: Also I loved all the random jokes in the demo. I literally LOL'd. ;-D

Quote from: David Ostman on Mon 09/09/2013 11:27:39Also, what's wrong about holding the button down to have a menu pop up?
It's both excruciatingly frustrating and unneccesary. As apparent from this thread I'm a fan of extra options but making me both put so much effort into activating it and wait an arbitrary amount of time for no good reason whatsoever every time I interact is on the verge of being insulting and humiliating.
#269
Yeah, I see. And I agree, if you can make it prettier then it's even better for sure.
#270
The Rumpus Room / Re: Icey games' thread
Sun 08/09/2013 22:51:28
That looks pretty swell! You could even exploit this combination of ideas and obscure the unvisitable places with fog much more than those that are possible to visit.
#271
Quote from: Sunny Penguin on Sun 08/09/2013 22:33:38
I guess it's just finding a common ground?
I'm not sure it's what we need. There are clearly (at least) two schools of thought here: many possible actions vs "left to use, right to look". And both have their merits but they are hardly combinable. I think it'd only enrich the genre and gaming in general if both would remain and prosper, independent of each other and yet united.

Quote from: Sunny Penguin on Sun 08/09/2013 22:33:38
On the case of verbs in general, I do find 'verb lists' a little more fidgety.
But what is the difference between a dynamic verb coin and a dynamic verb list of the same size as you see it? I feel it's essentially the same thing.
#272
The Rumpus Room / Re: Icey games' thread
Sun 08/09/2013 22:01:10
I don't think you should remove the other parts of the map just because they are not visitable. Even though they aren't, seeing other parts of the world adds to the immersion and to the sense of a bigger world. It also adds a bit of mystery.
#273
Ok. So let me clarify: do you see any way to make selecting a verb from a dynamic list any easier than with two actions or my "one and a half action" proposal?
And to be fair, I did specify I was talking about dynamic verbs. I said "I don't see how it's possible to decrease the said amount of actions for dynamic verbs to less than 2".
#274
Quote from: Radiant on Sun 08/09/2013 20:44:09
Well, for both a one-verb game and a "left to use, right to look", it is one. And for a verbcoin it's three actions, which is more than necessary.
What? So basically you say you're not against dynamic verbs, just against the verbcoin, and then I ask you well, how would you implement the dynamic verbs, and you respond by saying well, you just don't? (wtf) Errr...
#275
But I don't see how it's possible to decrease the said amount of actions for dynamic verbs to less than 2. You need to select the subject and then you need to select the verb. You could like make it so it's enough to hover over the hotspot and then you can select the verbs with WASD or the mousewheel, and I like that idea, but it doesn't really appear all that radically different from a verb coin that acts like a graphical context menu.
#276
Quote from: Adeel S. Ahmed on Sun 08/09/2013 12:25:13
Or you can punch yourself at various body parts for the most realistic sound effects :tongue:!

Not recommended though. :wink:
As a person who made the sound effects for Girl and Rabbit, I officially endorse and recommend this approach.
#277
Quote from: Radiant on Sat 07/09/2013 19:10:42
Anyway, I object to this kind of radial menu. I'm not principally opposed to dynamic verb lists, but I do think verb coins of any kind are not a suitable interface by the standards of this decade.
Why is a dynamic verb menu appearing nearby the point of interaction so much worse than a dynamic menu appearing elsewhere in a fixed place? I sort of prefer the latter too, but still.
#278
The Rumpus Room / Re: Icey games' thread
Sun 08/09/2013 19:56:28
Very nice drawings, Icey. Lovely map bits too, would like to see them all incorporated into one map.
#279
The Rumpus Room / Re: Name the Game
Sun 08/09/2013 00:51:52
Quote from: Babar on Sun 08/09/2013 00:39:53
Beneath a Steel Sk....oh damn!
Ha ha! :P

Quote from: Babar on Sun 08/09/2013 00:39:53
I believe Touché was in this thread once before, I either guessed it or posted it :D.
But we're going to run out of adventure games at the rate we're going, so...Touché!
Quote from: Gribbler on Sun 08/09/2013 00:44:25
That's Touche alright. I posted it before :)
Oh, my bad. I searched this thread for "Touche" and got no results. Gotta be vigilant. Should I post another or Babar?
#280
The Rumpus Room / Re: Name the Game
Sun 08/09/2013 00:27:58
Harvester! <3

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