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Topics - solaris32

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@Blackthorne

EDIT: This is a false alarm, read Blackthorne's clarification in the next post.

Why cut off 1/6th of the top/bottom art for the special edition/version 2.0? It would make far more sense to simply add some side borders. You get your new desired ratio and get to keep ALL of the wonderful art that was worked on so hard. Better yet make it optional. No one here would value the loss of art over a more desired aspect ratio. It's the same as censoring and I (and many others) hate censorship!

If your goal is to make the ratio mobile friendly, fine, have the ccropping be ONLY on mobile. And when you release the special edition/version 2.0 on pc please for the love of everything holy keep ALL the original art! It's not too late to prevent this mistake! I know that I would never rebuy such a product, and nor would many other people. Feel free to make and advertise such a poll if you don't believe me! "Would you buy QfI Special Edition if it meant you lost 1/6th of the art on the top and bottom compared to the original?" If you plan to give it away for free to owners of the original game replace "buy" with "play and enjoy". And be sure to give a screenshot example like what I did below to concretely illustrate your intentions. EDIT: Actually I added my own poll, didn't realize you could at first. But a poll sent to the Kickstarter backers would get a lot more attention.

This is what is being proposed. No matter how you do it, if you take a little more off the top or a little more off the bottom, you will be crippling your creation. Don't do it, please!


From the Kickstarter update 3-9-17:

"Shawn and I have been working on what we're calling the "Special Edition" of Quest for Infamy. It started off as a simple v2.0, but we decided to go in and add some features and ideas we've had - we'll have a more comprehensive list of additions and changes in the future, but some of them include moving the games aspect ratio from 320x240 to 320x200, to get a more rectangle aspect ratio, instead of a square one. This includes us having to resize and re-do some of the GUIs, and write code to decide what portions of art are visible in the viewing window of the game - it adds a nice dimension to the game, and it looks nicer on today's 16:9 monitors. We're also adding an alternate control scheme that should allow us to port the game more easily to mobile platforms, but it'll also be able to be used in the desktop/PC versions. As well as these changes, we hope to be able to create a stable Mac build that can run on its most recent OS. As far as gameplay, we're adding a few minor things, a couple surprises, and a few general tweaks we hope make the experience better. In the past few months, I've been playing QFI as a gamer for the first time in a long time, and I really have to marvel at the size of the world we created and the variety of quests, tasks and story threads we created for the game. Playing the game as a different class each time, I discover more little things we put in each class - and I also had to laugh at many little surprises and features/easter eggs we've put in that people still haven't found yet."

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Quest for Infamy / Where is the QFI companion guide?
« on: June 30, 2015, 11:14:58 PM »
On April 22 it was claimed the book was coming out next month https://www.kickstarter.com/projects/1992695780/the-quest-for-infamy-companion-art-strategy-hint-b/comments. Here it is over 2 months later and still no news updates for us backers. I backed for the physical edition. Also info@infamous-quests.com mailbox is full so I'm having to post here.

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