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Messages - radiowaves

#501
General Discussion / Re: This Scares Me lol
Wed 05/07/2006 23:36:21
I used to have dreams, now thats weird.
#502
Great game! Only one thing bothers me, why there were two different toilets, one for men and one for women, when the toilets were only one-seated single rooms, I mean, what is the point? Women can't use mens toilet because they fear that the seat is pissed on?
#503
General Discussion / Re: Dreamfall & Paradise.
Sun 11/06/2006 22:02:51
I haven't played them, but are they like Syberia? Syberia was not boring, I loved every second of it! Both parts! The first part even ended a bit sudden...
#504
Quote from: =The=Brat= on Sat 10/06/2006 13:11:04
Wicked...HAve you ever used a Vector program? cause that would be like double wicked!
I think that vector is too mechanical and it loses the spirit in the picture. Hand drawn is better, cooler, more atmospheric and it gives you the feel what the artist was really thinking -- well, at least most cases...
But vector is good for small details and such, just don't overuse it.
#505
General Discussion / Re: New music by me!
Sat 10/06/2006 11:14:14
First of all, before I say anything, you got some musical talent, but right now, you may lack some skills.
Your music is somewhat dry, as Helm said, you need to add a little reverb touch to it and master the song correctly. Synths are too monotonous, you may also try using chords, those things make the song more interesting. And the thing thats most bothering to me, is that itchyness of the sound, I don't know wether it is the crappy player (I doubt) or your actuall song, but the sound is full of dusty scratches and eeks.
#506
Hello to all from me too!

My name is Taavi, I am currently 18 years old and I live in Estonia.

I have been interested in game making since childhood. Last summer I did graphics for my first adventure game that was started by a friend I found. He used AGS and so that led me here... Project got almost finished but then the leader left for a year and the project is on hold.

Mostly I make graphics, pixelart usually. I got a little example gallery up at: http://www.hot.ee/tindiplekk

But I am quite experienced in music making also, some long years behind.

Anyway, I am hoping to improve myself in every aspect.

All the best,
radiowaves.
#507
But what about todays games?

I think Siberya was quite good, espectually the first part.

From the old Lucas classics, I like DOTT.
#508
Okay, I haven't red all of this but Helms post made me thinking. Still, I disagree with him in most parts.
I think direct control can be way too messy and unessecary if the game does not envolve any thrilling action like shooting etc. But I think that putting mind staggering puzzles and skillful shootings into one game is just a pure mess and is unthrilling to play.
So, in my opinion, point and click option is the best for peaceful adventure games and puzzling games overall, just like in many RPGs.
Bsides, direct control is best only in a certain perspective like (profile) platform, top-down, etc. But games that are isometric, or with diferent perspectives (like most adventure games), it is best to let the computer do the stepping and you do the clicking.

Probably the best way to improve click-adventures is to make them more alive. And by alive, I don't mean putting more animations and characters in there, but more like realistic items and puzzles.
What I mean is that in todays game, there are only certain items that you can pick up, and usually those items are used in puzzles. But my point is that you should put more items in the game, but most of them are not useful at all, you just have to choose the most logical items and compare them.
For example, imagine a toolbox full of all kinds of tools. You need to open a wooden hatch on the floor that is locked with an old rusty bolt that doesn't want to come out, what do you do? Well, lets say, in the toolbox, there is a hammer, a saw, a rug, a pack of nails, a measuring tape, a sharp flat chisel and a small roll of tape... Hmm, now think. All I can say now is that when we got burglars in our country home, they got in through a small hole and to get the things out of the shed, they had to go through a similar puzzle. What they did, was that they used the chisel and carved the bolt out. You can use the chisel with hammer too, if needed.
#509
Completed Game Announcements / Re: The Heist
Wed 07/06/2006 10:09:18
I played it and I liked it, nice concept.
Only problem it had was that the game was so easy. You didn't have to break the code, you could just steal enough money and buy a dynamite, like I did. I also used an axe on the door, no lock picking. Btw, can rock be used to break the window?
Puzzles should be more puzzeling, there are way too many easy options...
But really nice idea and graphics, I love it.
#510
Uhm, its good for a beginner, but there are some tips you should hold on:
Firstly, the main mistake it has, is that the seting isn't quite recognizable. As far as i understood, you wanted those green blobs to be craters? For a start, those craters should fade into the ground since they rised from the ground.
Secondly, is this a night scene, is there a rising sun behind the horizon? If so, then the light in the sky should be the lightest point in the picture, make the craters darker and more ground-coloured.
Thirdly, clouds look like some kind of blobby cottonballs, usually the bottom side of cloud is slighltly faded and it doesn't shine out. And where have you seen a white cloud in a night sky? Clouds should be dark in a dark sky, going slightly brighter when the sky goes brighter.
Clouds are too bright right now.

Hope it cleared some things out.
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