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Messages - Lambonius

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796
I played black cauldron pre KQ I think, but was it point and click?  :)

The original wasn't, I don't think--but someone made a nifty point and click remake of it several years ago that's still floating around.

797
Quest for Infamy / Re: Tools being used to make the game
« on: July 16, 2012, 05:36:52 PM »
I have the Intuos 3--it's the bomb.  8x6 inch drawing area, which ends up being pretty close to the size of the images on my screen--which is nice.  Cost a pretty penny when I got it several years ago though, but it was worth it.  I use both Photoshop and GIMP for backgrounds and animations.  I find that each program has it's own individual strengths and weaknesses depending on what I'm looking to do with it.  I'll often switch between one and the other even on the same piece!

798
My first adventure game was Castle Adventure--ASCII GRAPHICS FOR THE WIN.

First point and click game was Indiana Jones and the Last Crusade.

799
Quote
I'd like to have been able to talk to each character, get their proposals, and then decide which one to help--that seems the more logical solution to me.
I like this idea and think as well the other two being annoyed and suspcious of you could be on the consequences if you did promise the item to all three. Anyway the demo rocks regardless and the idea of choosing your path as part of the story is great.

Agreed.  I like the idea of it affecting their disposition towards you, too.  Cool.

800
Save early, save often, friends!  Go back and try something else if you don't like where you're headed, eh?  EH?


Bt

And normally, I would agree with that--and like I said, it doesn't eat up a ton of game time--but it might be nice to at least have the option to actually activate all three "quests," and then whoever you end up giving the monster part to--that would dictate your choice.  The main nitpick I have is that the other two quest paths are closed off to you as SOON as you talk to one of the three characters, not after you finish the quest.  I'd like to have been able to talk to each character, get their proposals, and then decide which one to help--that seems the more logical solution to me.

801


There's just one problem with that. Years of playing role playing games (and MMO's) have brainwashed me into saying yes to everything quest related.

I actually agree with this.  I had the same issue the first time through.  It's not at all apparent that you're making a game-altering choice until after you've made it.  At least when choosing the 3 paths in Fate of Atlantis, there was a lot of dialog building up to one decision, and you could save right there and do something again.  The problem is that your choice is pretty much locked in once you talk to one of those guys after the execution, yet you don't know that until you try to go see the others and can't.  On top of that, the only one who really directly tells you to talk to him after the execution is Kurdt.  Not a huge deal, but it could be tweaked to be more clear.  It's certainly not like it takes a lot of play time to get back to that point though.  :)

802
Quest for Infamy / Re: Hints for the Demo,please??
« on: June 30, 2012, 01:29:52 PM »
And don't forget us commissioned toadies!  ;)

803
Quest for Infamy / Re: How To Melt Teeth
« on: June 18, 2012, 12:41:58 AM »
Nope, it's definitely logical.  ;)

804
Quest for Infamy / Re: Deaths
« on: June 09, 2012, 05:53:15 PM »
I will say that there is one death in the demo that I'd be surprised if anyone accomplishes.

I'll just say it's unique, and a first for adventure games.

Are you referring to that thing you have to do a certain number of times?  ;)

805
Quest for Infamy / Re: Full screen
« on: June 08, 2012, 01:38:18 AM »
Run the winsetup.exe file in the game directory, then uncheck the box that says "Run in a window instead of fullscreen."

Note that certain display configurations won't allow the game to run in fullscreen also.

806
Banter and Chit-Chat! / Re: Hello
« on: June 06, 2012, 07:45:52 PM »
Ahoy!  Things are looking good around these parts!

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