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Messages - straydogstrut

#301
It's a gorgeous background. I would love to see this in one of your games if not this one. Keep at it=)
#302
Quote from: Snarky on Sat 19/02/2011 12:27:09
Quote from: straydogstrut on Sat 19/02/2011 12:06:53A game may still have terrible gameplay despite having a really great puzzle in my opinion.

I think that requires either that the game is fundamentally broken on some level (e.g. UI, controls, bugs), or that something other than puzzles makes up a large part of the gameplay - for example that there is a lot of exploring in the game (though at some point I think an exploration task becomes a kind of puzzle) - and that this part of the gameplay is really badly done.

I was thinking more along the lines of the former since gameplay covers more than just puzzles. It can encompass all our interactions with the game and the context of those interactions. In adventure games this could include exploration, dialogue and so on (each of which can also be puzzles, I agree). I don't really have an example of a broken game as such though so I will concede this point.

I was also leaving room for games which are simply puzzles. For real examples, lets say Blockz or the Professor Layton games. While in such cases, puzzles would almost exclusively make up the totality of the gameplay, I personally feel the two should be distinct. That is not to suggest that either couldn't appear in either category, but I'm not sure it's fair to compare them under one category alone.

Having said that, the more I think about this, the more i'm swaying to your argument: the puzzles category isn't really necessary if we have a gameplay category. I think the problem lies in our definition of gameplay. Someone who doesn't play for the puzzles may not recognise a great puzzle as great gameplay. I don't see the harm in distinguishing puzzles - a major component of adventure games - so that they get due recognition.
#303
I agree, puzzles are one component of the gameplay category, just as I agree with Radiant when he suggests exploration is another (and I play adventure games for the latter). But I don't think puzzles alone make the gameplay. A game may still have terrible gameplay despite having a really great puzzle in my opinion. I think that's why the puzzle category exists: to recognise the great puzzles as distinct, regardless of the worth (or not) of the game they find themselves in.
#304
Cool, well done for seeing it this far. I look forward to the final version.

Enjoy your party;-)
#305
Quote from: Ryan Timothy on Fri 11/02/2011 04:19:26
Also the Planetoids one they played looked pretty fun too for a short while. It would mostly be fun because of all the cool bridges you could make between each sphere mass and the challenge of finding the right elements that you need.

Haven't seen the vid as it won't open on this Apple thing, but that sounds cool. When Crimson and I found those floating islands I thought about something like that.

Also, that sounds awesome Voh. I think I would go insane without the sky though!
#306
Quote from: Ryan Timothy on Thu 10/02/2011 18:13:28
You know what would be a fun challenge? Survival Island

+1 for Survival Island; those vids were great=)
#307
Quote from: Wersus on Thu 10/02/2011 00:04:27
Also, just to let you know, I'm now working on the seconds chapter and it's looking pretty good, but it will still be a while before I'll be making a in-production thread for it.

I'm looking forward to it!=)
#308
Quote from: dkh on Tue 08/02/2011 23:37:04
With an active server that is prepared that monsters will be turned on in X days and can put up defenses and all it's a different story.

Maybe it should be just that: like a regular, looming armageddon that everyone has to prepare for. Is the monsters on/off tied to the creation of a new world though? ie. only set when creating a new world. Or can it be toggled at any point for an existing world? Maybe switch it on for a weekend once every couple of weeks or once a month or something..

I haven't logged in since they were first introduced and were all buggy. I survived just fine in a little hut on stilts and a corridor made of glass, but it sounds like they've grown meaner since then. I'll log in again soon, if only to see what everyone's been up to.
#309
Quote from: bicilotti on Sun 06/02/2011 02:52:52
Until then (hopefully tomorrow) here's a pathetic excuse for a noms presentation..

That was brilliant Bici! Loved the effects and congrats to all the nominees!=D

Quote from: bicilotti on Sun 06/02/2011 02:52:52
And please tell me what time/hours you'd be more likely able to attend the ceremony

I haven't used a chatroom for about 10 years (seriously) but I think I can dust off the old acronyms and figure out how to use an IRC client. Weekends are fine for me, or any time after 1830 GMT (of course, if the ceremony is to be held during the day then no worries).
#310
Quote from: cat on Tue 18/01/2011 15:17:41
I would prefer a move counter, but that's just me.

I'd prefer a move counter also: More time to analyse the puzzle and try to do it in fewer moves.
#311
Tried it last night, but just tried it again now: no joy I'm afraid, unless I've done something silly. It's a 4th gen iTouch running Safari if that makes any difference. I wouldn't worry too much about it though.
#312
Brilliant work Denzil! Tried it out on my iDevice just for kicks and it works pretty good, albeit sans sound and it's hard to touch accurately when it's scaled up, but seeing it running is a real pleasure. I hadn't tried this one of Ben's yet but it didn't disappoint. The writing is brilliant. I'll have to finish it back on my desktop though as it would be a challenge to persevere this way. Good work though, this would be a welcome addition in my opinion.
#313
Don't see this anywhere else yet (apart from the above): Preorders for Gemini Rue are now OPEN!

You can get the Collector's CD which includes access to the digital download on release day February 24th for $24.99 excluding VAT or the digital download only for $14.99

http://www.wadjeteyegames.com/geminirue.htm

This is HUGE =D
#314
Thank you Pumaman (and bicilotti)!

Hugs and kisses,

straydogstrut ;-)
#315
Ouch, I thought that review was a little harsh (although it did pick on some of the points I made before so I can't talk!) but hopefully you found the criticism helpful. Overall it was a really enjoyable game, i'm eagerly looking forward to part 2!=)
#316
Wow, there are a lot of very deserving games to nominate here - good work everyone!=)

I know this is just the nominations stage, and it's the first time i've voted in one of these so I might've misunderstood, but shouldn't there be a grace period for FYC posts before nominations are opened?

I mean, it seems that if I vote now I might miss any late FYC posts, yet the point of the thread seems to be to highlight any games we may have overlooked? Also if we're to suggest plausible categories for games, does that mean the current ones might change? IMO, for example, Blockz should come under more than just Best Demo.

Should I hold off my votes until closer to the end of the nominations phase then? *confused*
#317
Yep, you're right. That's AGSCraft4 with my "Little Venice" (the brown smudge) we should be on AGSCraft5 now I think.
#318
*wonders too* =)
#319
Quote
* The join server screen now remembers the last entered ip

Great! The number of times I forgot to press Ctrl-V instead of Cmd-V was becoming frustrating;-)
#320
General Discussion / Re: Politics in AGS
Tue 30/11/2010 19:40:57
PERSONAL: 70%
ECONOMIC: 20%

Liberal
Liberals usually embrace freedom of choice in personal matters, but tend to support significant government control of the economy. They generally support a government-funded "safety net" to help the disadvantaged, and advocate strict regulation of business. Liberals tend to favor environmental regulations, defend civil liberties and free expression, support government action to promote equality, and tolerate diverse lifestyles.

Sounds about right.
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