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Everything posted by cloudee1
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Opened spore inventory item in Space Quest II?
cloudee1 replied to BlockMaster's topic in Starcon Academy
Here it is. I just took a screen capture of it... otherwise it would only be like 26 pixels by 46 pixels if I would have got the original *Ok, sorry about that... I see now that someone else already stuck an image up. Thats what I get for not looking through the whole thread lol- 29 replies
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- space quest ii
- space quest
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(and 3 more)
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Tool to Acquire in Game Assets from SQ2
cloudee1 replied to Kelly Lawrence's topic in Starcon Academy
I know this is a tad old, but let me know if there is anything specific that you are looking for. I am about 2/3rds of the way through the SQ2 portion of my way to big to ever be accomplished project and I have all the pics, views, and print statements if you need them in bmp format. -
But wouldn't skipping it kind of take away it's impact as well ;) Trying to find a happy medium
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That's what I am thinking
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Actually you need the trade off funds to play the slot machine to get enough to buy the ship off Tiny. So a poor showing on the skimmer would require a bit longer at the slots. Which is the other big complaint that I have read about. This would really just minimize one of them... but still keep it intact for the must have a perfect score people. Hence the reason I offered up the points and cash as variable. Seems like a fair trade off.
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So one of the few complaints about this game that I have seen repeated over and over again is the skimmer arcade sequence on the way to Ulence Flats. I have been thinking about an alternative to this pass or die sequence. Rather than force the user to play this sequence over and over again until they get it, how about if the points are diminished depending on the amount of damage, or the offer for the skimmer upon arriving also changes depending on the damage. So if you get there in pristine condition you get an extra 10 or 20 buckazoids, likewise if you get there after hitting 20 or 30 rocks the offer is far less.
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Much like you guys have here, we are a very small but overly devoted group. There is just something special about using the actual game engines that Sierra used. I remember as a kid, after finishing SQ3 I started drawing out a game that picked up right where it left off. It was total crap though, but my love of Sierra adventure games has never faded. I've looked at AGS once or twice and even got about 20 rooms into a game before I dropped it. Just felt like I was cheating on my wife. Anyway, sorry to have taken things off topic and in the sense of trying to get it back on topic, I always thought it would be a cool idea to pass a game along. Kind of like this premise, here's a bit of story now someone add to it and then someone else. Except in my idea everyone would be using the same game engine and actually build on the same game. Almost like a weekly checkout kind of system. You get to add to it for no longer than a week and then someone else could check it out and they would get a week to add to it.
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I'm currently waste deep in a couple of SCI projects right now, so there is no way that I can even pretend to have the time. But maybe someday.
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You mean these http://www.spacequest.net/index.php?app=core&module=attach§ion=attach&attach_id=237 The link is in the home page news
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My heart is saddened that no one ever thinks to do this kind of thing with the original 16 color ega pallette using Sierra's own SCI engine... Regardless, downloading it now *Edit: Seems to crash after launch tubes...
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That is true. Especially considering the placement of the Orat cave, there are really on two screens in either direction before you were in the desert and screens that Roger couldn't venture accross. It wouldn't have taken much at all to get that accomplished. Or at the very least, show the orat leaving the screen in the opposite direction as Roger's entrance at the cave entrance room. At least that's what I would do if I were to ever attempt any kind of remake. It just bugs the crap out of me that he's there, then he's not, then he is. I am all for story continuity but do it with a bit of grace please.
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Let me ask the question more directly then, how do you feel about the Orat disappearing if you haven't talked to the alien.
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So in the original Space Quest, there's the Orat puzzle. In various versions of the game, this puzzle had some slight variations. I was wondering what the general consensus was out there about "how it should be" In version 2.2, If you get to the Orat cave before you are being chased by the spider droid then the orat is there waiting for you. If you return with the spider droid in tow but before visiting the lower depths of the planet, the orat is missing. If you show up with the spider droid in tow after visiting the aliens, the orat is there. version 1.0 i think, The orat doesn't ever show up until after you have visited the aliens below, regardless of the spider droid. Personally, I don't like that the Orat pulls a disappearing act. In my opinion he should either always be there, or not show up until you have been given the quest. And if I had to be nailed down to a single scenario I am going for always there. I know this is kind of a weird question but I would like to know if anyone has any opinions on this. Best case Orat scenario?