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tomimt

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Everything posted by tomimt

  1. Well that certainly was an interesting voice message at the end. I'm having a hard time reading if he was serious or not, but not agreeing to do softporn does seem to be an unique reason of being upset. Any actual info about the man or his compnay (or games for that matter)?
  2. Yeah, they did do that. Sierra's art team was talented, even their last AGI games look incredibly polsihed in comparision to first King's Quest.
  3. I love the art in TCB, it really is astonishing looking game. One of the best games Sierra ever published if you ask me. KQ4 doesn't look that shabby either and neither does SQ3.
  4. Just holler if you need the animation file, I can throw it in dropbox.
  5. If you want you can use this. I started doing this on this weekend and I've been thinking of re-creating the whole original SQ3 intro.
  6. Me and my brother did a fairly simple slot machine game in Unity and it should work on the Android devices with 2.2 upwards. Anyone here willing to give it a spin? As said, it's pretty basic game. You got your betting and spinning buttons, as well as zoom that takes you closer to the rollers. If you run out of in game currency you should get a batch of 1000 units in 12 hours. https://play.google.....fsware.tovslot
  7. Does not compute. That's a huge logic error right there.
  8. It was the kind of a same thing with me with Larry 2 baddie Dr. Nonookie... I understood it during the Larry Kickstarter.
  9. I'd say the art style has a lot to do with why SQ6 is so hard to digest. It's an odd mix of cartoony characters and more realistic inclined backgrounds. Also cyberpunkish feel of the first segment didn't feel like Space Quest to me. But I do like it better than SQ5. (I'd say my preferred order is: 4, 3, 1, 6, 2, 5)
  10. Personally I've always found SQ2 to a bit boring, if not for anything else, but a bit lackluster environments. It has it's own merits, but of the first three I've always found SQ2 to be the weakest one.
  11. SQ IV is my favourite. It's a perfect marriage of stunning art, music, atmosphere, great jokes, good plot and pretty good puzzles to boot.
  12. I have to admit SQ5 is my least favourite of the bunch. It migth at part be because it is spoofing so heavily on Star Trek and I've never been that huge fan of the series (I don't dislike it, I just don't care that much of it). Then again it also might be because SQ4 is the strongest game in the series, so anything after that was bound to feel a bit lukewarm. Though on the same note, SQ6 is the one I have most mixed feelings of mostly because of the odd art direction.
  13. Yeah it was a good remake. The additional stuff you placed in it fit well, though the alternative path would have been sweet. Trolls Tale was nice touch as well.
  14. You can actually change that in ScummVM. To make the screen relative instead of touchpad you need to check in the adlib box in the settings. It's oddly hidden, but it works well.
  15. I actually haven't had that much of problems with that. Multitouch, double tap etc. has always felt pretty natural to me. I didn't even have issues with Beneath the Steel Skys pixel hunting bits and I own only a 7 inch tablet. And my fingers ain't that small either.
  16. The funny thing is though, that most of the old point & click games I've played with my tablet through ScummVM or Dosbox feel very much at home on a touch screen device, I'd even argue that they fit far better on a touch screen than they ever did on computer. Playing with touching things just feels more fluent and natural to me on P&C games, even when the UI and functionality of the game hasn't been made a tablet device in mind. These days I even look at newer games with the mind of if they'd be better on tablet. For an example I just recently bought The Cave (Ron Gilbert / Double Fine) and I just couldn't help but to think how much nicer experience it would have been on my tablet device. It might be a mindset thing, but the game play on it felt a lot like it would be more at home on a tablet rather than PC.
  17. Damn, that is affordable. Makes me think of all kind of nasty things I'd do with that 19 inch.
  18. There was a VGA remake project of SQ3 some time ago, looked pretty good even. But the team apparently just couldn't find the time to do it, just like many other fan projects haven't.
  19. I use Wacom Bamboo myself. It's not the biggest one in the market, but suit me fine. Though I do have A3 sized Aiptek tablet as well, but it stopped working próperly after WinXP service pack 3 came out. Aiptek never bothered to fix the drivers. And it has batteries on the pen, so that's always a hassle.
  20. I would enjoy from something like that immensly. (and as a cherry on top he could do a low resolution AGI from the same scene)
  21. The problem with the demo was, that it actually wasn't a demo as such, but more like an alpha prototype demo. So it was sold to the public a bit poorly and that caused people to backlash a bit. But in general I think it did a world of good for the Guys and the project, as it did provide a lot of feedback from controls to bugs.
  22. This was a good update, and for the future, I'd hope the updates would be like this as well. It was honest and re-assuring that the project is handeled like it should, despite they have ran over schedule. The big things they've done are technical and not that sexy subjects for updates, so I do understand why the previous updates have been a bit bony, but now that the framework has been done, I hope updates of this quality to continue. And more love to SVrewards as well :)
  23. I wouldn't start machination against the sales of LSLR either, as it might be harmful to the franchice itself... and from the looks of it the whole thred has been moderated from Steam.
  24. I don't think the Guys would have followed the scenarios presented in SQ4, not slave like anyways. You can always play the "Roger altered the time line"-card if anyone would have asked questions about things.
  25. That's the big question, is LSL:R a success or not? There's some conflicting info about it. Reportedly the game cost over 1 million to make, of which most came from KS and of the pot Codemaster get their cut as well, though how much, I don't know. Some time ago Frogacuda said in the Adventuregamers forum that Trowe had said something about 250k sold units, but that was ages ago and I don't think there's any concrete proof about that. We only have estimations, but then again I think LSL:R did sell better on the recent Steam sale, as it was for a bit in the top 50 sellers. At Google Play store LSL:R has been installed 10 000-50 000 times, but that figure doesn't tell how many have actually purchaced it after trying it out and LSLR isn't that high in the GOG listings either when games are listed in order of sales. All things considered I do think the game has made profit, but I don't think it has been the blockbuster Trowe or Al hoped it would have been. It might have been profitable enough to warrant the freemium casino game though just to keep the potential franchice in the public eye.
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