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Messages - Sektor

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I wonder how much of a market is missed by not having mobile and console versions of you current games.  If you ever make another game, it should really be on an engine that is easily portable and suited to more platforms.

I'd have a lot of trouble coming up with a full story and good puzzles for more games but if you have all that then it's a real shame if you can't get enough funding to make them a reality.

So v2.0 was released?  It still shows as beta on steam but maybe that's what you meant.

I'm surprised anything has been posted, wasn't the plan to wait until v2.0 came out before making physical copies?

I couldn't really justify spending the same amount for the book as the game. A lot more work goes into the game and it provides more entertainment. The book is just a novelty.

If it's cheaper than the game then I might be interested.

IQ Chat / Re: Why.... Blackthorne?
« on: August 03, 2013, 07:00:22 AM »
I just stole my name from a game with kombat and mortals. Sektor was my most used/abused character when I played MK3 but I haven't played any MK game for years and I've long forgotten all the moves.

IQ Chat / Re: Leisure Suit Larry Reloaded!
« on: July 03, 2013, 08:12:44 PM »
It was $15 on kickstarter. So a $20 release price makes their kickstarter backers feel like they got a better deal. I'm sure they'll put it on sale before the end of the year, it's just easier to drop a price than it is to raise it.

Now QFI is too cheap/a real bargain.

Looking forward to it.

I noticed in the demo, some backgrounds have animated fireplaces but others have static fire. Is this still the case in the full game?

Quest for Infamy / Re: Bt's Corner
« on: May 25, 2013, 05:56:06 AM »
Oh no! No adventure game is complete without a horrible annoying maze section :)

The problem with those mazes is when they are just added to pad the game length but I'm sure these guys added them for the right reasons. Humour is a valid reason ;D

Yes great to see adventure games getting interest again.

Just posting this because I found it hilarious and it's partly about Jim Walls:

Dynamite Cop is a 1998/1999 Arcade game, it also came out on the Sega Dreamcast. It has cops brutally beating up people. I wonder what Jim Walls of Police Quest fame would have to say about it all?

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Coincidentally, I listed my PQ3 5.25" HD floppy version on eBay today. Trouble with big box games and living in Australia, international postage would be killer.

Quest for Infamy / Re: Backers Contest! - Write Something Funny!
« on: March 13, 2013, 12:15:41 AM »
Peter Shady regrets swimming with the lake lady.

'Captain Jack Baitman - Suspiciously found dead in fountain'. You can't kelp using this oppor-tuna-ty to reflect on life. There's something fishy about this death. At least his head didn't end up on a pike.

'Captain Jack Baitman - Slipped and drowned in the fountain'. You can't kelp using this oppor-tuna-ty to think of fish puns.

I played it 3 times and passed each time just going in order and removing memorized pairs as I go (writing positions down would be no fun).

I failed the brigand test many times.

Quest for Infamy / Re: How I Ended Up Programming QFI
« on: February 22, 2013, 10:49:01 AM »
I dabbled in homebrew on the psp for a while, but never really got into it.

PSP homebrew eh? I ported some open source games to PSP:

Teaching probably does beat working in a cubicle although whenever I worked as a network admin at schools, I usually locked myself in the server room on purpose.

Looks like your volunteering paid off, well deserved. Writing code for an existing engine can be a lot of fun, I've mostly learnt that by working on fan made mission scripts for Grand Theft Auto 2.

I am neither good at thinking logically nor math.  Can I still be a programmer?

Logic skills are very important for coding but 2D games with simple physics can be coded with very little knowledge of mathematics. There are lots of fun games out there created by coders who can only do basic algebra. Playing adventure games requires logic skills (unless you cheat and use a walkthru).

I'd consider QFI 2D but KQ1/HQ1 box and manual say "3-D animated adventure". 2D sprites on 2D backgrounds but they can sort of move in 3 dimensions.

Quest for Infamy / Re: Thoughts on "Quest for Infamy" (Demo)
« on: February 19, 2013, 03:14:16 AM »

It doesn't mean he looks as ugly/cute as a squirrel, it just means he moves about like one and acts a bit crazy, like he's had too much coffee.

Quest for Infamy / Re: Favorite QFG game
« on: February 18, 2013, 02:46:33 AM »
The first one is my favourite. I finished Hero's Quest: So You Want to Be a Hero in CGA on about 10 360KB floppies. I don't even remember if I ever replayed it completely in EGA but I used to help friends finish it in EGA. I flew through the VGA one but since I already knew all the solutions and some things I could no longer do, it wasn't as fun.

Needing to look at maps or walk around the city maze in QFG2 really lowered its score for me but I remember it being good. I think I like QFG3 more but it's been so long since I played them.

I gave up on QFG4 after having crashes and compatibility issues and I never played 5. I'll have to try them again although I know QFG4 has a maze type part too, I hate mazes.

Quest for Infamy / Re: Thoughts on "Quest for Infamy" (Demo)
« on: February 17, 2013, 10:30:36 PM »
I noticed the text uses a**hole and a***hole spellings. For consistency, I'd only use one spelling although I guess it depends how the voice actor says it :)

I usually run every where but when going across the stones on the river, it changes to walk, so I have to select run again. It might be better to restore previous setting.

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