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MusicallyInspired

Sarien Sanitizers
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Everything posted by MusicallyInspired

  1. It's all good. Like I said, it was a page or two back now so maybe newer members haven't seen it!
  2. If you're talking about the time pod codes, those hieroglyphs weren't copy protection :P. They were used as such in SQ1VGA, though. Although, I don't believe there were really any dead ends in SQ4 as you could always go back to a certain spot to get what you missed. You can go from the end of the game at the Super Computer right back down to the city streets or the sewers if you wanted to. Or SQ1. Or Estros. Or the Galaxy Galleria. Anywhere was just a time pod code or a space shuttle stowaway ride away.
  3. Yes, that would be AwesomePower. He used to come around here. He posted them here a while back a couple of pages ago. Still awesome. http://www.spaceques...aft-noteblocks/
  4. Well put, Frede. Also, I was toying around with throwing up captions of each contributor's names with what they do/have done in the adventure/Space Quest community, just at the beginning of each contributor's video segments. Not every segment, but the first time you see them. Is everybody ok with this? If so please PM me or reply with the name you'd like me to use and whatever you'd like me to put for whatever it is that you do. If you don't do anything I can just put "rabid fan" or "nobody" under your name. That would be pretty funny.
  5. I spent most of yesterday editing the videos I have so far together (four so far) and it's really coming out nicely. So far with, all the footage of each video included, the running time is just about 11 minutes. Are we opposed to going above and beyond that point? This could easily end up being 20-30+ minutes. But it would be 20 minutes of the best and thickest sarcasm, dry humour, and wit you have ever seen! If we are, I'll have to start.....*sniff*.....trimming content. *sob* It's all so good! What do you guys think?
  6. I don't think he was being crass. He wasn't asking. Just saying that he can't do it for free so he just won't do it. As a composer for hire, I can understand this position.
  7. It'd be neat sometime to get them together for an interview (Christopher Stevens & Tim Clarke and Ken Allen) with each if them talking about the different directions they took/would have taken and if certain sections might have been very similar or vastly different to how the other did/would have done it.
  8. So, did anybody else notice that the last five notes in the Space Bar theme is the famous five musical note sequence from Close Encounters of the Third Kind? Or am I just exclusively dense and never caught on until now? SQ5 Space Bar Theme http-~~-//www.youtube.com/watch?v=mYCBgSRNjk0
  9. I'd love to see it up again, but I just don't have the time to maintain it. And judging by the way things have gone, obviously, neither does Chris Pope.
  10. I thought SQ5 was quite funny in many parts, but it is fairly removed from the classic vibe. It's a different kind of humour so it sticks out a bit, but I don't think it's weak because of that. I blame the lack of Scott. But I still enjoyed it. Similarly, I think of SQ6 as the weakest as the storyline was simply strange. But I do think of it as one of the funniest (if not the funniest) in the series, so saying it was the weakest is not really that bad. The usual title that gets the short end of the stick is usually SQ2, though. Also, you've never played SQ3? ..... That's regarded by a sizable sect of SQ fans as the best in the series!
  11. Seems the website was taken down as well. Nobody really had the time to devote to keeping it all up. Ah well.
  12. Finally got around to watching your video, Jason. It was great! Very funny! Exactly what we need. This stuff is gold, guys! Keep 'em coming! I already have a few ideas of how to edit this stuff together.
  13. Regardless, making a free game based on a property that isn't yours is one thing. Making money off of it without permission is entirely different.
  14. There's also the question of whether ActiVision would allow them to even make it, let alone make money off of it. Not something any of us are willing to chance by taking matters into our own hands.
  15. I should add that while I really enjoyed SQ0, it is not my favourite. I don't know if I can pick a favourite... Incinerations was darn good.....I really should get back to finishing that one, actually.
  16. Here's the terribly drawn concept I had for the opening scene of the garbage scow. The camera was on an angle to the left of the original perspective and would show a huge backdrop that would seem endless with mountains of trash in the distance obstructed by a bright distance fog. I don't know how else to put it. I imagined things like puddles and dripping garbage water in places. I thought it would be hilarious if Roger popped open the hatch and landed in a puddle of garbage water lol.
  17. Being faithful was the prime goal. The majority of people at IA never really liked what AGDI did with KQ2+. They dislike the convolutions and grittiness of the sort of KQ6 and Gabriel Knight. :P And while we could have all slept at night by being faithful AND producing a new adventure in the experience, especially considering SQ2 didn't have very much to it to begin with, it really just came down to not having enough time. Plus we already slipped in a complete remake of Troll's Tale, though that was a very small and easy game to make. We did have a great time reimagining Vohaul's asteroid, though. That place really needed a facelift whichever way you slice it!
  18. Haha indeed! I forgot about the third option there. That does reflect well the future path choice. Bit of SQ2 trivia. When we were making the remake we almost put together an entirely different experience for half the game. There was to be a fuel line detached from the space shuttle you have to clean at the beginning of the game. If you left it alone the game would proceed to Labion as normal with the crash in the jungle. If you chose to interact with it Roger would attach the fuel line to the ship and you would still end up on Labion. However, instead of the hovercraft crashing in the jungle it would continue on straight to the mines where you were to be put to work. What followed would have been an adventure of escape from the mines culminating in exploring your way through an alternate route through the jungle ending back at the landing platform from the mouth of that ancient statue into the pool. You would have had all the same items by the end and the asteroid portion would have remained the same. It wasn't going to be obvious or hinted at in any way. But for those who just love clicking and interacting with everything it would have been a nice surprise. :) There were a bunch of backgrounds made for the mines but not finalized, IIRC, but the whole idea was scrapped because it would have taken too long. It would have been awesome, though. It would have been a faithful remake with sort of SQ2+ thrown in at the same time!
  19. I really enjoyed SQ0. Hit almost everything dead on. The art was very good as well. One of the best SQ fangames I've ever played. Lost Chapter, not so much. But it WAS the first full length SQ fangame, as was stated before, and deserves major props for that alone.
  20. Ah didn't know that (clearly). Thanks for that.
  21. Hovering over objects to get the hotspot label is also annoying. Especially when thr label is under your finger. I dislike ScummVM's the-screen-is-a-touchpad approach to controlling the cursor. I'd like to be able to press with my finger where I want and have the cursor move there instead of dragging across the screen to get it to where I want it. And right-click is a serious pain.
  22. SQ3 did have a lot done on it. It wasn't a possible project, it was actively underway. Not very far along, but a lot of art and concepts were done and I believe almost the entire garbage freighter was playable.
  23. Fate of Atlantis had a crate-moving puzzle, though you didn't have to do it. Insteas you could go through an arcade fight instead.
  24. That's one thing I really pushed for with SQ3 when we were working on it. Different camera angles. I even drew (oh my!) A concept sketch of a reimagined first screen for SQ3. Some were for it and some were against it. In the end we compromised between a handful of traced ones and a handful of new ones. With some new ones being from the same angle, but painted from scratch with different details. I'll post my sketch later today when I get back home from work. We also planned new planets. One was going to be a casino planet. Don't remember its purpose, though. IA really was lucky for not being approached at all by ActiVision. They must have just thought we were AGDI because they DID approach us there.
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