Noyb

Phaedrus' Street Crew
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Posts posted by Noyb


  1. Okay, played through Rat 1. Charming, although most of the puzzles involving giving items to people didn't seem to be hinted at, especially the slurpee and disco ball. :erm:

    Found Rat 2 as well: http://www.create-games.com/forum_post.asp?id=224384

    And as long as I'm derailing the thread with nostalgia about KNP adventure games...

    MI:2 - Or what Monkey Island 2 would be like if Lucasarts decided to rip off every single movie ever.

    The Devil's Triangle - Another Monkey Island fangame by the same guy.

    Stollesoft's Brother Island 1/2 & Beware of the Aliens - First one is a set of minigames, the other two are entertaining cheesy adventures.

    That Night Before - amnesiac adventure by the developer of Fate of Monkey Island, a fangame taken down by Lucasart's lawyers


  2. Wow. The original puzzles were even crazier.

    The whole bit where Manny had to use Glottis' heart to steal the Bone Wagon, seducing a giraffe girl to get a periscope so he can see over the wheel. The half armadillo, half centipede guarding the safe. The epic underwater gerbil vs. toad fight. The impenetrable conga line. The faux-nuclear explosion. Brainless Glottis.

    A lot of the changes did seem to be cutting out extraneous filler, but some I would have liked to see.

    Particularly one early in year 4. Part of me wanted to know at least some backstory about Manny, so the whole visiting your brother during the Day of the Dead would have been cool.


  3. I remember getting Klik & Play (the floppy disk version), and being totally disappointed when I discovered there was no scrolling, only separate screens, and you could maintain little or no state across these screens.

    Oh, God. Klik and Play brings back so much memories of making crappy Mario clones.

    If I remember correctly it was sort of possible to do scrolling, except you had to do pretty much everything manually (i.e. make the engine from scratch, make each object an active object that moves relative to the player, and pray that the buggy collision doesn't mess up too badly). And you had 8 integers for saving state (two for each of 4 players, which you could use by placing a dummy immovable player object in the level), more if you could possibly do/simulate bit masking.

    There's also a semi-thriving klik and play community called Glorious Trainwrecks, which tries to make as many hilariously awesomely terrible games in KNP as possible.

    Clickteam were the people who originally developed Klick and Play. They now make Multimedia Fusion, which gets (very positively) cited quite frequently in Video game design prototyping circles I believe.

    If Project Boku comes off as being a modern, 3D version of what Klick and Play was trying to achieve, it could be seriously good. Especially if Microsoft augment the game with regular feature updates and a decent community system. Could be massive, in fact...

    Multimedia Fusion has some drawbacks. Mostly in portability, since it can only compile to Windows (although a multiplatform java compiler has been long in development), and it is lacking a good scripting language (most of the game code is done in this ridiculous grid where conditionals are the rows, objects are columns, and actions are placed where they intersect). But still it's simpler than trying to start an engine from scratch. Check out the video 50 MMF Games in 10 Minutes (including a really out of place clip from one of my games early on :getmecoat) for an example of some of the quality games people have made.

    I wish I could figure out what happened to the guy who made the Rat games or where to download them again.

    Someone posted a link to the original (not sure if it's working) here.


  4. Finally got a chance to pick this up for cheap. I agree that the easy mode is far too easy. I'm pretty mediocre at shooters (only broke 500,000 in Geo Wars 1 once or twice, only made it to level 3 in R-Type, haven't passed level 6 in a full run in Everyday Shooter yet, etc.), but I ended a full playthrough with around 50 extra lives (most of which were earned in the last level to be fair). It was fun enough that I'm probably going to go back to it later to unlock some of Kenta Cho's earlier games and check if the other difficulties are more balanced.

    Miffy, have you checked out any of the user content? Anything you'd recommend?


  5. I'm confused by all the console war references in the articles. This looks more like a programming learning tool like Logo or Lego Mindstorms, or a more simplistic game-making tool like MMF or Game Maker than anything. What I've learned from the independent community is that amazing games can come from simple tools, as long as there is enough room for expression. I guess I'll have to wait to see just how open it is, although the "20 characters" line in the research page doesn't sound promising.


  6. tip for finding more endings:

    Try the command "remember ____" on whatever you can think of.

    semi-large spoiler on the game's nature:

    I was sad when I discovered that not all endings contribute to the same world. Some reinforce each other, some lead to others, but some blatantly contradict each other.

    Still a damn good game.


  7. I'll start.

    public class SoundPhysicsMiddleware extends AbstractMiddleware{

    public static void main(String[] args){

    }

    }

    Because all the big game companies use Java. :shifty:

    You'd want either a constructor or a set of static methods, not an main function that automatically runs god-knows-what for an object you want others to use


  8. My god, the padding. The shameless shameless padding. Even Super Paper Mario didn't make the entire game out of padding. :(

    I can see that it could conceivably be a satire of crap games, but that doesn't save it from being bad for the same reasons. Is it really necessary to grind through boring jobs and mindless button mashing fights between every battle? Is it really necessary to have long, bland corridors, with enemies placed only to make sure you know which way you actually need to go when the camera spins you around? Is it necessary to give the bosses so much hitpoints they become an exercise in mindnumbingly reading the same few patterns over and over again? Having a terribly written unskippable monologue delivered through the wiimote speakers before each boss fight? Bah! It feels less like a throwback for gamers than a big middle finger towards them.

    I guess I'd accept it if the story was anywhere near as cool as Killer 7, but it just fell completely flat for me. It kept me playing until the end to see if it would redeem itself, but it never really did, though from what I've seen others liked the story. :erm:


  9. Planning on making a game even the most discerning forumgoer wouldn't critique? :yep:

    I was just planning on signing up, but the free option didn't recognize my school, and I'm learning way too many languages in uni to want to pick up a Microsoft-run one this semester. :tdown:

    Let me know if there are any good indie games available. Microsoft really hasn't been trickling them to the main arcade since the Dishwasher et. al. demos a while back. Not sure when the promised "community-chosen" games (that don't even give the developer a freeware option and apparently force the creator to give up a greater percentage of the profit if Microsoft chooses to advertise the game in a nonspecific way) are released either, despite hearing the announcement ages ago. :shifty:


  10. Tried out the demo. Meh. Combat wasn't satisfying, the floaty turret explosions on the AT-ST boss got annoying, the game didn't give me any good indication that a quick time event even started other than a tiny prompt where my eye wasn't looking the first two times, and I generally kept being reminded of how blunt my lightsaber is and how much more fun I had with the Jedi Knight games.


  11. Oh, haha. Well, either way, the Deus Ex tune made me crack a smile.

    I'm stuck on the evolved form of pikachu. Any hints? :yep:

    Peek shocks you when you touch it.

    Minor spoiler:

    So you need to find a way to irritate it without touching it with your hands to harness its electricity.

    You're also probably missing an item.

    Minor:

    There's a door you can't go through without getting rid of the character in front of it.

    Minor:

    Try generalizing the use of one of your items, or looking at characters (right click) to see the admittedly-too-small hint.

    Major:

    Remember the horribly contrived line: "So, I guess that makes you the ghost of a ____."? That was important.


  12. This is awesome so far. Congrats. Love the Dwarf Fortress reference.

    Thanks!

    That's actually not Dwarf Fortress, but a donated screenshot from Dysaster, an attempt to demake Crysis into an ASCII game for the same competition. The guy did a pretty good job, too.

    Out of curiosity, has anyone beaten it yet? I'm not above giving hints, since I do want people to see the ending, and a few of the puzzles have a twisted logic of abusing Video game mechanics to them.


  13. I think the biggest compliment I can give you is that, when I played it last night around midnight, it actually started freaking me out a bit. I kept expecting the most horrible things to pop up :tup:

    Was this after you ran into Puck or "Kirby"? :grin:

    And thanks! I was afraid I completely killed the mood with the sparse Yamaha keyboard music.

    Oh, and are you still stuck? What puzzles have you solved? Need any hints? (I'm going through a bit of a worry about maybe making it too difficult.)

    Biggest worry is that there aren't enough hints that the zombie is guarding a door, and that people won't catch that you can talk to Speedy again to get your rings back. That, and that there's so much dialogue unrelated to the plot and gameplay that hints will just be dismissed as jokes, like the "hammer puzzle."


  14. I just finished making my first point-and-click adventure game. Programmed the engine in scratch in Multimedia Fusion, and recorded every single line of dialogue over the course of a month. It's a parody of that Limbo of the Lost game that got in trouble for stealing practically every asset found in the game. Hope you enjoy!

    Download (32 megs)

    Macarena.png

    You are Admiral Horatio Nelson, the hero of the Battle of Trafalgar. After being tragically shot in battle, your soul finds its way to the ethereal dimension of Macarena, where you must settle an old score between Fate and Destiny.

    Macarena2.png

    Controls:

    Left click: Move/Interact/Interrupt (when cursor shows rude gesture)

    Double-click on arrows to fast-travel.

    Right click: Look

    Escape: Bring up save/load menu in-game

    M: Toggle overworld music in-game

    Macarena3.png

    Features:

    • Excessively long conversations with NPCs such as the plumber Minestrone or the muscle-bound gun maniac Dick Fallout.
    • The innovative TalkToTheHand dialog interruption system.
    • A single voice actor.
    • Music courtesy of an old three octave Yamaha non-midi keyboard
    • Item based inventory puzzles that skirt the edge of reason.
    • Extreme pixellated closeups.
    • Suspiciously familiar background art, music, and characters

    Macarena4.png

    Backgrounds:

    sergiocornaga - Chess, Hell, Moon

    Noyb - All the crappy looking ones

    Game Screenshots courtesy of:

    FriendlyRhinoceros - Double Fault!

    Robson - Debrysis

    Oddbob - Dance of the Slightly Misplaced (many)

    Pishtaco - S.T.A.C.K.E.R.

    Macarena5.png

    Edit:Updated download link. Filefront has been pretty delete-happy with my files lately. :shifty:


  15. MotM9.png

    MotM5.png

    MotM7.png

    MotM8.png

    Got some awesome donated backgrounds, which is helping the game shape up. Since the last update, I finished making the major puzzles playable, added a save/load system, and voiced and implemented the dialogues for the main conversations, which works out to a crazy 655 lines of dialogue, not including look/use comments and a written but as-yet-uncreated introduction and ending. I should probably have a near-final version done by late this week. Anyone want to beta test when I get it in shape?