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Everything posted by BigJKO
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I don't know. They've had to have updated the ScummVM engine for the Special Edition Monkey Island. So maybe the cheaper way now is to test the old games on the new updated in-house version. Their twitter is talking about the games running on whatever resolution your computer is running in, which, as far I remember, isn't the way ScummVM works.
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Why are we all assuming they're using ScummVM for these re-releases? I'm buying each and every one of these adventure games. Only one I ever owned in this batch was The Dig (and, yes, that's a friggin' awesome game!)
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Yeah, the wizard (!) type guy who throws himself in as a speed-up block is awesome. I miss more of that type of enemies, not just the old enemies on hyper-mode. That mini-boss sounds exactly like what I want, though! Looking forward to him.
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It gets bitch hard in world 4, for me.. I've loved pretty much everything so far, but world 4 is just such a bitch. Up until that I've felt that completing really hard sections was really rewarding, for some weird reason. But yeah, I have to agree with Chris that it's not really because it's well-designed. Even if you can finish a ridiculously hard section, by repeating it enough times that you memorize certain parts of it and/or develop insane reflexes to certain situations, it just ends up throwing a more difficult section immediately afterwards. And then all the reflexes/memorizing doesn't amount to shit anymore and you have to repeat that same thing. This didn't happen so much in the first three worlds, though. But it's taken me forever just to get through the first level of world 4, just because of the annoyingly hard platforming, followed by some insane enemy encounter. And I'm really disappointed because it started out great. It has some genuinely fun, and smart, designs for the puzzle/platform mix (the big four-part enemy, who needs to be killed a certain way in order to not become a huge puzzle block) and just the general idea of how to keep the player switching back and forth is pretty solid. But it feels like after a couple of upgrades to Hatsworth, the puzzle part isn't nearly as hard as it was in the beginning. You end up having way too much time in the puzzle realm than you need. So, instead of making the upgrades harder to get, it just throws a fuckload of enemies/stupid platforming shit/non-sense bosses at you in the platformer part to make it somewhat more stressful in the puzzle part. And the bosses don't even integrate that well with the puzzle part. Most of the times they're not throwing enough puzzle enemies into it, and their attacks at the puzzle pieces are pretty much either pushing it up faster, or locking parts of it down.
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Idle Thumbs 24: Shadow and Colossus: Back in Action
BigJKO replied to Jake's topic in Idle Thumbs Episodes & Streams
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Idle Thumbs 24: Shadow and Colossus: Back in Action
BigJKO replied to Jake's topic in Idle Thumbs Episodes & Streams
Am I crazy or did you guys say April 23rd, when it was actually April 8th? -
GDC! Idle Thumbs Conf Grenade: A Fish Called Xtreme
BigJKO replied to Jake's topic in Idle Thumbs Episodes & Streams
This was possibly my favorite episode, so far. It's so much fun having guests on the podcast. -
I don't think they're claiming a network latency of 1ms. That's entirely based on what internet service bandwidth you have. It's the compression algorithm on their end that works at 1ms. IGN were blown away, apparently. Regardless, I think the market here is people who can't afford or simply won't buy into gaming hardware and they're not worried about the video quality. I only have a iMac and it certainly can't run the heaviest games out there (or for that matter most games, without Boot Camp.) I'd be pretty fucking psyched if I could rent this service for one month and play all the latest titles on my Mac at home. I doubt this is meant to replace the regular form for gaming, but it'd certainly increase some people's playtime, since it doesn't require any fuss about system requirements and whatnot.
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I love Nitrome's Ice Breaker.
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I'm having a hard time believing this, but according to their project lead: thread link That's quite an epicly amazing-looking 3D backdrop, then, for Source. (or anything else, for that matter) :tup:
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What an absolutely lovely thread! I love "kinetic typography" (even though I had no idea it was called that) I remember being so happy when the intro titles for the first Sam & Max episode started. It reminded me of how lively the intros to the old LucasArts classics used to be. Oh, and I have to give a nod to MK12 studios, who did the credits (and Ferrel's statistic though shots) in Stranger than Fiction. They have lots of their own non-commercial kinetic typography stuff there too.
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Idle Thumbs 7: Stop Doing Interviews
BigJKO replied to Chris's topic in Idle Thumbs Episodes & Streams
That was hilarious as always! What the hell happened at the end, though? Did Steve's chair break, wtf? -
Not that busy at work, I stumbled on a program for generating word clouds. So, I though I'd try and see how much I could get it to do. Copy-pasted a bunch of articles, news, interviews throughout the archives of IdleThumbs and ended up with this. Here's the bigger version, although you still can't see the really small words on the side. Hope you like it!
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I don't get the argument with the Stealth Boy. You could already get one in the first Fallout.
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I didn't want to start a new thread for this, since it's got lots of good pro/con points. But here's a, possibly, pro one. In the form of 5 new videos. I'm more impressed so far, than I am disappointed. The dull colour scheme scares me, the gibs are excessive and unimpressive and the voice acting is horrible most of the time. However, I don't recall Fallout 1/2 having a much more colourful or interesting backdrops and the gibs are likely caused by the walkthrough being on a mixture of some sort of cheat-mode and a Bloody Mess perk. I think the biggest problem with the voice acting is the stiffness of the animation. The bad Megaton-blowing guy is clearly over-acting, but then so should the character model. Tenpenny towers was also a pretty interesting place.
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"There is no uncanny valley any more," declares French developer
BigJKO replied to Wrestlevania's topic in Video Gaming
According to a Joystiq preview, the QTEs are much more interactive than you'd expect from that video. Sounds a bit more interesting than Dragon's Lair, IMO. -
Capcom has announced they're working on an exclusive Wii title called Treasure Island Z. The few screenshots posted seem to indicate a point 'n click interface, puzzles and treasures. So, doesn't that sound an awful lot like an adventure game? And best of all, featuring pirates! [source]
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This isn't meant as a plug, since the game is free and not remotely finished, but I'd genuinely like to hear everyone's opinion so far. I've started on my first multiplayer game. Since it's my first, it's not the most interesting of games. Oh, alright, it's not interesting at all. It's snake. But hear me out. I need feedback, because I am going to finish making this. Snake, or not, I don't want to back out of it now. So, give me your best and worst. Do you experience a lot of lag, or none at all? Is the 360 movement a good/bad idea? Whatever you've got. Ah, yes.. and to play it. Go here.
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Something about a Portal sequel for X360 came out of that conference somehow, as well. That's exciting.
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I'd like to solve this without requiring more instructions, so I think I'm just going to try, at least for now, to just make the starting length long enough so you can't circle. I hate that "strategy" and really don't understand people who think playing like that is actually fun. It was kinda fun, though, that my game, mere minutes after being public already had an exploit, with a name. The day after I published it on nonoba.com, I went in to play with someone who said "When are you going to do something about 'spinners'" And I had no idea what he was talking about. Oh, and about skipping the scoreboard and skipping to the good stuff. I'm thinking of making each game a few rounds (default at 10, configurable at the start of a server) and the winner of the most rounds gets a win, at which point the scoreboard is shown, and people chime in if they're ready for another 10 rounds. Makes the gameplay a bit more long-lasting, and the feeling of winning a bit sweeter. And at the same time faster, between rounds.
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Thanks Cigol, that's a great idea! I had thought about doing it at some point, but I figured I'd try to get the multiplayer side of things a bit more stable first. I'll definately add the option of it, soon. I'll definately look into the circling around apples thing. Thanks, toblix! Oh, and.. it didn't lag too much, did it? A lot of people complained about that before, and I released an update yesterday that hopefully fixed that (or at least, made it a bit more bearable)
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Isn't that the exact opposite of what Diablo 3 is trying to do? Less potion-juggling, more gameplay?
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Yes, you're right. Especially between that WoW concept art and the first screenshot in this thread (even though that's the worst screenshot of the bunch, IMO) But people aren't comparing Diablo 3 with an imaginary WoW sequel, but the very cartoony, over-proportioned current WoW.
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They did do it once, at least.. Early StarCraft screenshot
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I've never played WoW, but after hearing everyone comparing the two, I went and looked at some screenshots. Seriously? I couldn't find anything even remotely alike. I mean, sure, they've both got stylish graphics. Diablo doesn't look gritty or realistic. But they're two completely different styles.