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Messages - space boy

#461
I also prefer the left one.
#462
Penn and Teller Explain Sleight of Hand
http://www.youtube.com/watch?v=_qQX-jayixQ
#463
General Discussion / Re: My Way
Mon 04/06/2007 09:04:05
That was excellent, good job.
#464
Quote from: MrColossal on Sun 03/06/2007 02:39:32
Spaceboy, if you want to see all the people against combat, make a game with it in. Then people will tell you to remove it or make it optional.

Actually I'm designing an adventure game with combat in it and this project is what inspired this topic. In this game the player will be able to choose whether to solve a situation peacefully or with the use of weapons. Making the right choices(like avoiding dangerous places, being nice to people etc.) should allow the player to avoid combat throughout the whole game. But I don't want to make it too easy so the chance of avoiding combat altogether will be rather small.
#465
I don't see why we should argue for the sake of having an argument. Everybody who posted seems to agree that combat is ok. I'm actually quite happy about the absence of adventure game conservatives who point the cross and pour holy water at everything "action" or "combat" related.

Also I said I wouldnt try to define or redefine genres because that would take forever and is pretty much redundant. Fallout is a cRPG, no doubt about it. Though cRPGs and adventure games share common elements they have always been distinct genres.


Quote from: LUniqueDan on Sun 03/06/2007 00:26:28
immersion/coherence/freedom should be on top of any to-do list.

Absolutely
#466
To be honest I expected more people to argue against combat in adventure games and I prepared for a hot debate. Oh well, I agree with most of what you all said. The player should have a choice whether to fight or not and combat should not just be tacked on buttonmashing but should be an integral part of the game with an intelligent mechanism. The fighting modes in the MI games or the Shivah seem like a very good idea. A turnbased tactical system like in the Fallout games is what I personally like the most.
#467
Quote from: radiowaves on Thu 31/05/2007 23:34:20
I think that it is time for you americans to start boicotting and sabotaging something.

Burning some embassies might be a good idea. I heard that's the civilized and intelligent solution to all problems.
#468
Ok, I'm not going to argue that. The topic is not about defining the genre, but I see I accidentally moved into that direction a bit.
#469
I agree that combat should only be added if it has a purpose in the story and the mechanics should require some skill, not necessarily dexterity, but for example tactical thinking. But does adding combat to an adventure game put it in a different genre? Remove the fighting and action scenes from Beyond Good and Evil. Does it fit the definition of "adventure game" now? What makes a game an adventure game and at what point does it stop being one?


Quote from: Fee on Thu 31/05/2007 12:09:15
I prefer RPG styled games, but id rather a Diablo or Helbreath style hack and slash real time fight system then the QFG style or typical RPG turnbased crap

(wich my first game will have as its all i can do atm :( )

Some people like realtime some people like turnbased. Turnbased combat can be very enjoyable and rewarding(Fallout), but if you don't like it you shouldn't use it in your game. A little advise from me here: Only make games that you would enjoy playing yourself. If turnbased fighting makes you sick learn how to make a diablo style fighting system and use that. It might take some time but in the end you will be glad youve gone through the difficulties.


Quote from: Fee on Thu 31/05/2007 12:09:15
My ideal adventure game would combine elements from many styles of games. A bit of driving, shooting, fighting and puzzle solving all combined into one nice game :)

Beyond Good and Evil is a fantastic example of combining different genres into one game. And its the official all time number 1 on space boys list.


Quote from: Hudders on Thu 31/05/2007 12:59:00
I think the general reliance on humour in such games makes combat redundant.

Oh no! A furious hell dog! *Use Jay Leno on furious hell dog*
#470
Do you think it's a good or bad idea and why do you think so? Please give examples of adventure games with good and bad combat mechanics.
#471
General Discussion / Re: i'm poke-curious
Sat 26/05/2007 23:42:13
Aww, I only have Raphael!  :'(
#472
General Discussion / Re: manking a psi-ball
Sat 26/05/2007 23:23:26
You don't really need to read the comments to figure out how he does it. The explanation is ridiculously simple and to be honest I expected something thats harder to figure out. What exactly makes you think that theres no other explanation for it but telekinesis? You don't see the guys face, and if he's indeed blowing at the toothpick and the can(which is very likely) I can understand why he doesnt want to show his face. Arthur, don't be so naive and stop living in a dream world. You're seeing magical powers where there are none just because you want them to exist. But you have to realize that this simply is not real. You are deceiving yourself. I don't want to be mean to you and I'm not saying this because I like smashing peoples dreams. I'm saying this because gullible people like you, who are impressed by cheap tricks like this one are easy targets for con men.

Actually I doubt whether it makes sense to convince you if, after all that has been said in this topic, you come back, post a cheap video and say it "looks realistic". I think I've said enough. What you do with the advice posted in this topic is up to you.
#473
General Discussion / Re: manking a psi-ball
Sat 26/05/2007 18:18:58
link please
#474
I never looked into it so I might be totally wrong but I always assumed that artists pay stations like MTV to get their videos played. The same way companies pay TV stations to get their advetisements broadcast. The artist gets publicity and the music station has an income. And the income for the artist comes from selling albums, concerts and broadcasting songs that are not meant for advertising purposes. That seems logical to me.

About the royalties thing. There are many internet radio stations around and they pay their royalties like a good little internet station should do. If these royalties increase only the commercially most succesful stations will stay. I havent  done the maths on this but this might actually backfire for the artists and they might get less royalties than they used to, because the royalties are higher but there are far less stations around to pay them. This might be the case if someone is not interested in increasing royalties for the artists but in removing competition.

ramble mode off....

ANYWAY! In poland we have a saying: "If you don't know what it's all about, it's about money".
#475
Deliverance - Dueling banjos scene
http://www.youtube.com/watch?v=tmoU12yDhg8
#476
It's not about imposing fees. It's about increasing them. SomaFM already pays fees so it's all legal, but if they get higher SomaFM, like many other legal internet radio stations, will have to be shut down. Also, can you link me to the source that says 90% of internet radio stations are illegal?

And about youtube. Youtube(the staff) itself is not breaching any copyrights. It's some users, and if youtube finds out they delete the copyrighted video or ban the offending user if he/she is a notorious copyright violator.

#477
Quote from: Gamer_V on Thu 24/05/2007 15:21:52
The real question is 'Do people want to buy your games.'  :P

Only if it's the best gane i the world.
#478
I also listen to SomaFM. Discovered it just some weeks ago and it's an awesome station. Unfortunately I don't live in the US so there's nothing I can do. I encourage anyone who's from the US to contact their representative about this and support internet radio.
#479
General Discussion / Re: SFX copyright
Thu 24/05/2007 16:19:22
"My name is Michael Winslow. I make noises."
http://www.youtube.com/watch?v=j4PqylD5tJY
#480
General Discussion / Re: SFX copyright
Thu 24/05/2007 14:22:34
Why avoid? You'd be surprised what kind of stuff profesional sound designers do to create sounds. I mean, if banging your mic against stuff sounds just what you want to have, then what's the problem? And why not try record yourself shouting "pow pow!" into the mic and running it through some filters in audacity? You might end up with an original and convincing raygun sound. Just experiment a bit.
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