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mjomble

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Everything posted by mjomble

  1. I was referring to the "Try Again" button. Nothing about points or awards in my post :P
  2. I'm all for considering different theories, even ones I don't want to agree with. It is indeed possible that someone's framing Paul. It's possible that this someone is Wisecrack. Although there doesn't seem to be a reason for them to troll SpaceVenture, it's possible they did it anyway to make gamespygeek look even more like Paul Trowe, since he does have a motive to sabotage tgakick. Disclaimer: "possible" does not imply "likely". And given the information I have, it seems more likely that gamespygeek is PT and not just someone trying to look like him and hurting other projects (SV) as collateral damage. Occam's razor :) PS. If you're doubting PT's motive for sabotaging the SV kickstarter, consider that: 1. He originally wanted the Two Guys to join Replay, but was turned down. 2. He publically expressed his anger over that. 3. He recently tweeted that if the kickstarter fails, Replay may swoop in and "save the day", achieving his original goal.
  3. Because Mark sucks at drawing? :D
  4. Yes, we do :P Especially when we want to appeal to a large audience of gamers, most of whom are not as hardcore. For example, several people (including me) have got stuck (and slightly frustrated) after checking some of the drawers, but missing the fact that the top one has a different response. The hardcore gamers can just not use the walkthrough.
  5. Awesome! Let's get this sucker out! :D Suggestion: Let's release it with a walkthrough. The puzzles may not be that hard, but it's possible to get stuck and the last thing we want is for people to get frustrated. Feel free to make fun of them for being cheaters, though :) PS. I found a minor typo - in the click event about Swedish table names, there's a missing quotation mark.
  6. Y'egger for it? Or SQ6 :P Although them being inspired by Inc in some way would be pretty awesome.
  7. I'm hoping it would just make them hate the fans. I could live with that :)
  8. For what it's worth, Al most certainly was part of that game, at least back in 2006: http://www.gamasutra.com/view/feature/2707/wedgies_not_bullets_leisure_suit_.php I don't have the full details of the current situation, but from what I've heard, Al still supports that project, just isn't directly involved in making it.
  9. Here's some basic animations of VSB's Roger: http://www.sqvsb.com...rites/roger.zip
  10. Another RPS Kickstarter Katchup
  11. Adding multiple clips together isn't usually much harder than extracting a clip. The most time-consuming part would be watching through the whole thing to find the bits to cut out :)
  12. Bloody 'ell, I really gotta get me a mic :) Did not expect this thing to turn out so awesome. Also did not expect to be awake when it started. Will try to join in properly next time. A highlights compilation would be awesome, but quite a lot of work. For those interested, around 56:07 is where Scott joins.
  13. Could you drop by #sqmc? :) I'm okay with just having a survival server for regular gameplay. However, as far as bandwidth goes, it's mainly affected by the number of players and not much by the number of worlds. Minecraft only streams to each player a relatively small area that surrounds them, rather than the full world (or worlds). So, for example, streaming from eight worlds to eight players would take less bandwidth than streaming from one world to twenty players. The main cost of multiple worlds would be disk space, but that's the cheapest resource. A few gigabytes can hold huge worlds, we might never need that much. There'd also be more CPU drain, although that can also be more affected by the number of players, especially if the players are far apart from each other. So if you're worried about server resources, I'd focus on limiting the number of concurrent players rather than worlds. Also, how about starting the regular gameplay earlier and keeping it running while the remaining SQ worlds are being built? I can't think of good reasons for postponing that.
  14. Did some experimenting and ended up with a local test server with the following features: * Multiple worlds on the same server. * Portals that teleport you between worlds. * When teleporting to certain worlds, your texture pack is changed. Client side requirements: Spoutcraft - Downloaded from http://get.spout.org/, works like the regular Minecraft launcher (at least on Windows). The textures, etc are fully managed by the server, so the player doesn't need to manage anything else. Server side requirements: Craftbukkit, Multiverse-Core, Multiverse-Portals, SpoutPlugin, TexturePackMenu and a simple custom plugin I wrote that connects the portal plugin to the texture pack plugin. So here's my suggestion: A server with up to eight worlds: 1-6. One world per SQ game, each with their own custom texture pack. Limited building rights. 7. Regular gameplay, survival mode 8. Regular gameplay, creative mode There would be portals connecting the worlds; the SQ game specific textures would be applied automatically as you enter each world and unloaded as you leave. The SQ worlds would probably remain fairly small (we can probably limit exploration), so the relatively large number of worlds shouldn't cause any filesize issues. I can help set all of this up on a server if we get one running.
  15. Yeah. It took us quite a while on IRC to figure this out, but we concluded it's 2AM in Denmark and 3AM in Estonia, so 1AM for UK sounds about right.
  16. Done!
  17. I guess there's so many small details that this would be better discussed in chat. pcj and I can be regularly found in #sq and I also created #sqmc on the same server (Freenode) for this.
  18. True, but creating graphics and music for an AGI game is quite different from importing something like a JPG or MP3 into AGS. For example, the backgrounds need to be drawn in a special vector format (or converted from a bitmap, but that can render it inefficiently and lead to memory limit issues in the engine). Not to mention the AGS scripting language is lightyears ahead of AGI's. On the other hand, AGS doesn't support platforms other than Windows natively (although it's portable).
  19. +1 for Win/droid Anyone got a pitchfork?
  20. What about Portal? :D On topic: With a large enough audience, pretty much no matter what you do, someone's going to be offended by it (or usually, a misinterpretation of it).
  21. I'd really like an area/dimension/sub-server/whatever for regular Minecraft gameplay. Walking around in a museum would get boring pretty quickly.
  22. AGS games can have AGI-style art, while still being easier to work with. Unless you want an AGI parser and the exact menu structure, etc.
  23. http://www.kickstarter.com/projects/spaceventure/two-guys-spaceventure-by-the-creators-of-space-que/posts/235514 Brilliant move :) I used to think of my pledge in terms of paying for the new game, plus a little extra to support the project. Now I'm thinking of it as retroactively paying for the entire SQ series, from which I've never legally purchased a single game. Pledge UP'D! :D
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