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Everything posted by Johnathon

  1. Heck, a time machine would be great just for rewinding every day you spend working on a fan game, so you would have all the time you need, and would never even need to announce a release date (of course, you'd probably have to carry the source code and resources with you inside the time machine, but that shouldn't be too difficult, no?) (sighs...) If only we all had time machines.
  2. All good points; though, like S_D mentioned, they did pay for that access. I've no place to tell people what to do with their stuff, but my curiosity is roused by this. The amount of enthusiasm flaming the kickstarter onward was incredible (I mean, yeah, it was a close call, but we still got over 10 thousand people). It's just really surprising to me. I'm busy too, of course: wedding planning, college, work, SQ:OEOE, and the past two weeks recovering from severe dyspnoea triggered by what no expert has been able to explain yet (apparently an odd virus or side-effects due to interaction of antibiotics and corticosteroids) - anyways, yeah! TMI, lol. I still can't stop myself from logging in at least once a week and seeing what new media/visual/sketch/what-have-you is posted on SVRewards.com. It's really hard to believe, that out of 10,000 people, only a small handful, about 20, if that, have posted in these months. That's really surprising, I say, however you slice it. Perhaps it's that many are logging in and just not commenting? After all, "we" have no way of tracking/observing that, do we. Or, like BlackThorne mentioned, perhaps most people just want to play something. I suppose that is nothing to be disappointed by :D But wow...
  3. Lol, taking place in hell? That anything like the cancelled "Royal Quest"? :y:
  4. If they ever have a convention down here, in Charleston, I'd be willing to drive the 4 hours, if I could find the time out of my schedule. :wub:
  5. Not certain if you guys interpreted my question as I meant it; but now that you mention, this place does seem a little dead too. What I was actually referring to was how dead SVRewards is. There may be 20 people posting there, and it's been up for months. I mean, I didn't count, but that's how it seems.
  6. Okay, so I couldn't resist posting this up anymore. Sorry if it's been mentioned, I've been a bit busy and haven't been able to follow the activity here on a consistent basis. So, anyways, I'm glad we had over 10,000 contributors to ensure the SpaceVenture would happen, and I recall that one couldn't refresh the screen without the comments page being overfilled to the point that following it coherently was impossible. ...and I'm thinking about all that, and thinking about the fact that the Rewards site has been up for months now, and I'm wondering, "where is everybody?" Are they all just sitting back and watching? It seems the handful of people we have actively posting at the place is quite small. This is the first time I've ever helped fund a project like this, or been a member of a private rewards community, so I'm not certain if this phenomena is a common occurrence after fundraisers are successfully backed. Not a problem, I suppose, but I'm just so curious as to why.
  7. Just got a message from him. Apparently he's working on a Disney project. Pretty cool! :) Shame it didn't work out that he could go with GFA though.
  8. Wow! I mean, just WOW!! I'm going to feel so happy for the lucky soul who closes in on this position. This is like watching the opportunity of your life pass you by via a matter of philosophical seconds. (Am I being too dramatic? I'm sorry, I've been very passionate about the creative arts, and game design for quite a long time now!) Unfortunately, I am a late start, and have just begun working my way toward the abilities required. I attained my first experience with blender last fall, via my Digital Production Arts minor; as for photoshop, while I own it, I have only begun to learn it this last spring. Just not the right time for me. Besides, I've got my own project, a wedding, and full time school. Allow me to express my deepest regrets and my greatest excitement for whoever this position goes to. But, just seeing the Two Guys bounce back and just to be a backer of this cause, and a part of this action in any sense (and to anticipate the coming of this game), has in itself been like a lost dream come true. I never imagined I would see these things playing out; nor that I would get inside, behind the scenes access to cool dev diaries and all the other goodies. I have nothing but excitement and satisfaction regarding the things that have happened already, and that will happen, minus this one personal letdown/tempation of mine right here. I can, of course, live without it. But, hey... where the heck is Chris Ushko???!!! This should go to HIM! Go track down Chris Ushko. :) He's quite ready for this, I believe (have any of you seen his "Wasabi Guy" demonstraive video? Furthermore, he's more than proven his love for the Space Quest series.
  9. Oh, but Ali, that is not at all to what I was referring: it was what came after, which I have "starred out" in my post above, which I found to be overboard and bothersome. An occasional 'cute' adult reference here and there, or a bit of earthy profanity sprinkled about, for the sake of seasoning, does not bother me so much. It is just, that term that I "starred out," which I will not repeat nor explain here, is so disgusting and offensive to me, that I find it worse, image-wise, than the idea of Forcing Unidentified Carnal Knowledge. When I looked up that word, and discovered what it meant, I wondered, in shock, of how anyone could have found that to be worth putting into a game. Sure, it may be something a tramp would really say, and I was clicking the Mouth icon on the tramp; but still, I must ask, how far must a designer go to get the point across? It is situations like these where I feel the "Alfred Hitchcock" approach would fare much better off. For example, to illustrate, I find the below... Quite amusing, cute, and much more acceptable. It is comedic for adults, and goes over a child's head; while... Well, the reference which we're discussing, with respect to the lady outside the Dewbeam Inn: I don't find it healthy psychologically for any adult to know what it means. Some things we just stay away from, because they're too much. At least for myself, I'll admit, that was.
  10. Nah, that wouldn't be me. Of course, only because you bring it up, I myself wouldn't be dropping so many F-Bombs; but I understand you have a primarily mature/adult audience. Sometimes the more dramatic the expletive used, if it fits with the ongoing conflict, the funnier and more infectious it comes across. I can't lie and say I'm not a fan of the Die Hard series, and you're a good few years older than me, so I won't scold you about it. ;) I understood that one well before I could even drink beer. Where my locale had been, Corona was sold quite much in the stores, and the hispanic aliens singing about it from the RW Comic Issue #1 made it even more obvious to me. I don't suppose they sold Corona where you grew up. Can't you just feel the love in here now, people!
  11. Try clicking on the prostitute-looking woman (in the red) who is randomly found outside the hotel (with the mouth icon, if I recall correctly), in Space Quest 6 (or... don't!) In other news... I guess I should confess that it wasn't until reading topic that I realized Ulence Flats was an inuendo. Haha! I'm almost 27 years old. Thanks for saving me from my air-headed (or... isn't it lack thereof?) innocence, Troels! :P
  12. Honestly, I find SQ overall to be good clean fun (there are areas where I feel SQ4 and SQ6 overdo the crudity/impurity, but fortunately those parts are few and far between, in respect to the bulk of the adventure). Which reminds me: "Scrump off, you little *****monger!!!" (yeah, that'd be the first one I'd have removed, if it were up to me, I didn't understand it for years, and finally the curiosity drove me nuts to the point where I googled it. Once again, wish I hadn't) :blush:
  13. Space Quest 6 (when clicking on screw in Stellar's colon): 'This is a screw that even Stellar doesn't remember.' Honestly, I could've gone on just as happy without understanding it. :blink:
  14. Well, it looks as though we're going to get the German, French, and Spanish translations of the game (not that I speak/read any of those languages fluently, but it's nice to know that others will be able to enjoy it too) :D
  15. Those are so very cool, Mr. Tnkl. A mi me gusta mucho. :)
  16. A request with Brandon: I think I just DID. :D I'd be glad to have help from any of you guys. EDIT: Oh, lol, I can see I somehow forgot to answer your question. I think I was going to go for purely digital; unless you know of any advantages to having MIDI in this day and age. I'm honestly (as I sort of hinted at above), not very educated on the matter. After all, Spikey's soundtracks play just fine on my pc without a sound module nor MIDI card; because he converted them in some manner, right?
  17. Lol, Jess. Are you serious? I only have to ask because I realize I defended my stance pretty thoroughly. Is this your way of telling me that I'm taking the argument way too seriously, or being a bit too obsessive? I honestly can't tell if you're shooting for sarcasm or otherwise; though I wouldn't blame you either way. I just want to know. :D Thank you, sir! :) I suppose after going through 4 courses in art and 9 courses in design, I can't help but think and function this way when approaching an artistic project. It's a shame I'm not as well rounded in the art of Music. I've been wanting someone to do the music for this adventure for quite a long time now. I have absolutely no professional knowledge nor personal experience with composing decent music. Say... who was that one fine fellow who did the scores for AGDI's projects, and SQ2VGA...? ...Brandon? :D
  18. To answer your question, Brandon, I have been dithering the original 16 colors all along. Bye the way, when dithering the original 16, in every combination possible, you get more than 64 colors; you get 136 unique shades. With 20 colors, all of the possible dithered combinations yields 210 unique shades. If you hadn't noticed my use of it, go to the website and download the background of Xenon City from the screenshots page, open it up in a program like paint or windows viewer, and zoom in; you can see that I had before succeeded in making the Super Computer look more orange and less red than the larger building in the foreground by use of dithering (it also helped provide an atmospheric effect, which is good, because the Super Computer is far in the distance). All my screenshots I've released have always used dithering quite heavily, well before I began toying with adding to the palette. As you suggest, I have already experimented very much with all the colors (it wasn't necessarily only until I decided to mildly expand upon the palette that I chose to make Roger's hair blonde.) I have snapshots of various attempts to dither his hair and skin using the original 16-color palette. But these colors are quite consistent with the originals, and help maintain the same style, and upon inspecting them closely, one must admit the only true color I've added is Orange. Look at the new dark yellow (with it's light yellow) next to Sierra's dark and light green; would you ever guess they don't serve as consistent alternates if you had never witnessed the original 16-colors? The shade of darker brown I added was just a variation of the pre-existent medium brown. The only completely new color is Orange, and that is because I felt it was really missing. It is difficult for people to disassociate their understanding of color as they experience it in the physical world, simply because colors behave differently in electronics. While additive coloring technically yielded it's own versions of primary and secondary colors: Red, Green, Blue; followed by purple(magenta), yellow, and cyan - many of us are trained to think of primaries as Red, Blue, and YELLOW, with secondaries resulting in Purple, Green, and ORANGE. The addition of Orange renders the palette more compatible both ways, and the experience more natural. http://upload.wikimedia.org/wikipedia/commons/thumb/c/c2/AdditiveColor.svg/200px- There is also the issue of "cognitive inference"; such as when a person experiences a Red square next to a Green square, it will appear more Red than if it had been placed adjacent to a Blue or Purple square. When experimenting with the idea of making Roger's hair blonde using the original 16-colors, it was not possible to utilize the available yellow in a manner which would prevent accentuating the redness of his face; and dithering brown down as much as possible, while making his face appear more pink/peach, made him look too much like a brunette. Additionally, the colors can generally only be dithered two at a time without producing a scratchy/split-line or other strange, undesirable effect, and dithering is used for the hair even when not trying to change desired colors (for the sake of making hair-like texture.) I could not dither the original colors far enough to provide the results I wanted for the hair color, without compromising the hair "texture." When I think of the original SCI style, I think of simplistic shades coming in pairs of two, with no more opportunity for excessive details and beyond-3rd-degree shading (that is, without dithering, of course). I don't naturally think that any one seemingly vital color should be excluded from being employed in that style, only because computers back in the 80's didn't allow more than 16 at a time. While I wish to hold true to the visual effect and experience of 16-colors, I don't wish to limit the experience based upon, literally, what hardware had been limited to in the past. I'm using my intuition and knowledge on the subject of color and psychology to interpret and polish this idea of the SCI style. The two new shades which compliment the original yellow and brown do so in a way that is most consistent and appropriate, in the same respect that the remaining original colors do so for each other with their light and dark shades; and the entirely new Orange, while entirely new to the palette, is an Orange of the same 'temperature' and 'tone' as all the other colors. I find that for the SCI style, it fits like a perfect glove, and in my thoughtful opinion it is the exemplification of the completed/perfected SCI style palette when experienced with no hardware restraints. :)
  19. NEW UPDATE: July 17th, 2012 Space Questers! I've decided to make this update a couple weeks early. I've got quite a few things to share with you, but first, I want to give you a good, STRONG reminder to go to guysfromandromeda.com, if you haven't done so, and PLEDGE a few buckazoids to help the Two Guys improve the new SpaceVenture, starring Ace Hardway!!! They have listed on their website a set of goal promises for specific features, provided they can receive enough funding (examples include translation of the final game into other lagnuages, and things like extra mini games and pixar-quality 3d character animations.) Now for the status update: Roger is... blonde...? Yes, after quite a bit of contemplation, awhile back, I had decided that, while this game will ring true to the classic SCI art atmosphere, I should make Roger's hair blonde, because... well... do I really need to explain it to you? Nah, didn't think so. Though, when I'd finally decided to go back and change the screens I'd released prior, to make Roger's hair blonde, I realized that the whole strawberry red face and yogurt yellow hair provided by the original 16 colors just wasn't cutting it for me; so I proceeded to toy around with a most unforgiveable and HEINOUSLY WICKED idea, one which purists everywhere will no doubt find unforgivable of an offense... "Super SCI" means... 20 colors?! Yes, after experimenting with color values over a two-day weekend (not the entire time, folks, the rest of the time in-between I was hanging with some local homies and drinking 'Keronian Ale.' Oh, and eating some of the world's greatest 'Monolith Burgers,') I settled upon four additional colors which I reasoned to be crucial for the game. I began rationalizing my rape of the "untouchable, original 16" when I recognized that the official pallette from the 1980's, while possessing some subtractive secondary colors (like purple and green), did not possess the secondary common ORANGE. In my art design I have found this to be quite an awkward setback, and it is also the reason why depicting skin and hair tones is especially difficult to pull off in 16 colors. I wondered to myself, if computer game designers had enjoyed the freedom to expand beyond 16 colors, which ones would they choose? Which shades would be considered most crucial to add to the pallette? Remaining somewhat of a 'purist'/16-color-enthusiast myself, I proceeded with great care, making special note of pre-existing hue/sat/lum values and blah blah blah... I decided that if I wanted to add any colors, I wanted to add only as few as possible, and only those which complimented the existing ones by sitting on the oppposite end of the color wheel (those that appeared missing); and by systematically mimmicking the original values (only plugging these same values into alternate RGB fields to yield new results), I settled on the four posted above. RATIONALE (technical babbling; only to be read by offended purists): Looking at the original 16 colors, the first thing I made note of was that while most of the colors came in obvious shades of two (that is, dark and light red, dark and light blue, etc...) bright yellow had often been employed in the games as the lighter alternative to medium brown. I began by considering to add one new shade to each brown and yellow. To the original yellow, "255,255,80," I added a new, darker shade, "160,160,0," which is justified by the existence of the official dark cyan, "0,160,160," residing on the opposite end of the color wheel. For the original medium brown, I added a new, lighter shade, "255,160,80," by using increments in the same numerical values across the original pallette, and by stepping those values up the same amount as original lighter shades had been stepped up from THEIR darker ones (ie: when looking at the 16-color pallette, one notices that when a shade is stepped up from darker to lighter, 0 becomes 80; 80 becomes 160; and 160 becomes 255; generally speaking (purple is the rebel)). After this point, I decided to add the completely new shade of orange, "255,80,0," which rings consistent with the original light green, "0,255,80," (possibly it's opposite on the additive/electronic color wheel). In my experimentation, I came to realize why orange had not originally been done. It can be difficult to determine when working with an additive color system as used in electronics. One cannot simply mix values of red and yellow together, because it often results in some form of brown (computer screens do not depict colors via light in the same manner that paint depicts colors when mixing subtractively in the physical world.) This is why when I continued to follow the logic of stepping the values from lighter to darker, my second, lighter shade of orange resulted in the newer light brown just above mentioned (or perhaps this had to do with the fact that, not being able to raise the red field any higher than it had already been, 255 became 255 for the "R" field.) I saw no violation with this, because, after all, when analyzing sierra's original light and dark green, 0 steps up to 0 when changing from light to dark green.) So, at this point I had three new shades, all of which seemed to subtly slide in with the 16-color pallete, in a constructive way, seeming to complete it, but because my new light brown had become the light orange (and honestly, it LOOKS just like light orange when placed next to the dark orange), I would have to find a new suitable partner for the medium brown. I reasoned that, because the most difficult thing to pull off in 16 colors had been the human skin and the hair, I should try adding a darker shade of brown. This way, I could succeed in more obviously differentiating the brunettes from the blondes (and their own hair and skin from background brown objects like mud/dirt). Using the above mentioned logic, I added the dark brown shade, "80,40,0." Below is the entire pallete, with the 4 newer shades arranged logically into the original, official 16. All values are also clearly listed. I find that this new pallette really helps to improve the potential of the game, in a way that is respectful and complimentary of the classic SCI feel. I hope you will agree with me. After all, when I originally dubbed the term "Super SCI," I expanded the background resolution to double that of Space Quest 6's, 800x418 pixels, and that could be argued as a rape of classic SCI :) I have updated the screenshots page to reflect my current progress with adjusting Roger's skin and hair color, with the help of these four new shades. Be sure to check it out! Now what about that summer demo you mentioned...??? What about it...??? Okay, okay! I'm afraid that thing is going to take longer than the end of this summer; but let me tell you some of what I HAVE done, and why the delay: Firstly, while I toyed with programming in AGS a few summers ago, to make the parser/gui interface; I had not, to this point, worked on any game coding at all. I have, in these recent weeks, been slaving away programming the beginning game and introduction sequence (and lovin' every minute of it!). I'll tell you I'm very pleased with the results; but programming will make the demo take longer. Secondly, being as it is, that I want the demo to include the entire 1st day on Xenon, there is a very LONG and detailed, and REVOLUTIONARY cutscene featuring Roger and Jerry (NOT to be confused with the idea of Jerry Wilco from the new fan game, Space Quest -1: Decisions of the Elders; but instead the Jerry that Roger witnesses dead aboard the Arcada (with the keycard) at the beginning of SQ1 (remember, this is a prequel to SQ1)) - so, where was I, yes - Roger and Jerry, hovering in a skimmer, traveling across futuristic Xenon City. Because 3D pipeline will aid in the calculations/creation of the many background screenshots that will go into this lengthy and impressive sequence, the demo will take longer to construct than if I were only to worry about strict interactivity (perhaps this is not what you want to read, but this is the only taste you'll get of SQ:OEOE before it's released in full, and so I want to make it special as I can for you. ;) Thirdly, because fan game developers are horrible at giving accurate deadlines. In addition to the above news, I have been enjoying the hell out of myself working on the demo. I have perfected/edited completely specific dialogue, descriptions, and cinematographic details that will need to be referenced in order for successful completion of the demo (things like timing and camera angles and shitzoid.) I will continue to chug away at this, and I will continue to keep you posted. DID YOU KNOW...? ...That during a two-day, feverous designing frenzy on July 1st to July 2nd, this month, Johnathon managed to complete animation sprites, from scratch, necessary to finish a whopping 2 1/2 minutes worth of cut sequence for the demo...? ... Ha hah hah... Sincerely, Johnathon (now flying this thing solo)
  20. Hey hey there, I think, if I may share my feelings on the matter (not that there's anything wrong with what you've said, I respect your opinion, I just have some quite opposite views on it, and would like to share them), I think you're making some conclusions that are a bit too... "absolute," and they don't need to be. When we pick apart the elements of the games that we liked or didn't like (at least when I do so) we[/i] are only critiquing, not criticizing. I personally love EVERY single one of those Space Quest games. Just because some aspect of the game didn't fly well, doesn't mean the game itself failed. After all, computer games are not novels (I just like to see when novelistic elements are handled as such.) It is arguable indeed that perhaps some fans may be better at writing more... 'credible' creative fiction than the game designer(s) had, but then; how many of us here are professional novelists...? When Space Quest had it's day, we played it because we loved it as a comedic computer/gaming puzzling experience above all. It goes without saying that some of us enjoyed/took the stories more seriously than others; but overall, I'd say the game's delivered in due portions. Which really would have been more important: the plotline/character interactions, or the jokes and the special effects, and the puzzles? Furthermore, these game designers worked under a tight schedule in a fast-paced evolving market. I don't really beleive it's possible to compare or judge their writing abilities, for better or for worse, because these games aren't necessarily a representative sample in that regard. While you very well may be correct that the games wouldn't survive today's market, I don't necessarily believe that's true. I haven't seen it. All I saw was SQ 7 getting cancelled AGAINST the will of the fans, I would love nothing more than to see the Two Guys acquire the SQ IP back, and for them to allow Josh Mandel and his fan crew release that SQ7 that has been collecting virtual dust. I will also add the very fact that SpaceVenture (while not EXACTLY Space Quest), because of it's ability to be successfully funded, despite the odds, and despite the longer-than-a-decade that Space Quest fans have had to wait - demonstrates that Space Quest's time is not necessarily over. I mean, the kickstarter was only run for one month, and not everybody uses the internet that much, and out of those who do, not everyone who uses the internet necessarily thinks to look for spaceventure or space quest. How are we to know how many people there are out there, who remember Space Quest since 1998 and before, whom wouldn't be overjoyed to find a copy of SQ7 sitting on the shelf at their local Walmart...?
  21. Jared, Jess, I agree with these points. I'll admit we can't scrutinize SQ6 (being a computer game), purely based upon looking through the lense of character development and creative writing (I mean, it had alot going for it that other games in the series didn't, and it WAS quite a funny and enjoyable game). Though, it is quite clear that Stellar's (and others') character(s) were desperately forced. If we are to believe that Roger knows/knew Stellar before we did, we are pretty much required to believe that he spent quite a bit of time with her between the end of SQ4 and the beginning of SQ5 (and additionally, for whatever reason, did not see her at all at the academy in SQ5 before getting onto the Garbage Scow; because SQ6 opens up with Roger immediately being tried for his "crimes" post SQ5 (he's still in his uniform). Unless, that is, there was an extensive waiting period and he met her via brig visits. That's taking us pretty far back, and making alot of 'convenient' assumptions.
  22. Hah! Troels, I just happened to watch your 3rd conundrum video, and you even cite it: "****ing human pretzel, man!" I suppose I really should have known. Dug myself a nice holograve, haven't I? :)
  23. Yeah, that's what I meant. :blush: I'll be honest, the Space Quest series ranks up there with my favorite films of all time, like Jurassic Park, Star Wars (the original trilogy), and Independence Day. As such, they all came to this point (quite a few years ago), when playing them (or watching the movies aforementioned) would only feel like propelling myself with my legs as I walk. So second nature and familiar, that the original emotional high had been drained out of it. Therefore, I tried not watching Jurassic Park for about 10 years (I'm not kidding), and every time I come back to it, it's still just not the same. This is the price I pay for overindulgence in my youth; for having watched the piss out of it, like 5 times a day, from age 9 until 12. As for Space Quest, I'm afraid I haven't forgotten all the puzzles yet, so I'm trying to hold out longer before I start playing them through again. I fear it may not have been long enough as of yet. :D
  24. Nah... They're... "delicious and nutritious!" :)
  25. Damn guys! Perhaps a picture of Roger having been twisted into a pretzel by the predator of SQ2 would have been more funny? I mean, it's not that far-fetched/unheard-of for people to be tracked down and shot by a stranger due to online activity/interactions. Do we really need to scare the guy half-to-death :D
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