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Messages - Peter

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Mega Tokyo SCI Archive / Help needed
« on: January 04, 2004, 07:50:32 AM »
Is Si studio working under windows 2000 and windows xp

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Mega Tokyo AGI Archive / Re:Star Commander
« on: January 30, 2003, 03:31:52 AM »
Thanks, pal. I survived the snake bite and now I am making a good time in the city of Telbin. :-)

BTW, is there any point list or walkthru for SC 1 somewhere on the Internet?

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Mega Tokyo AGI Archive / Re:Star Commander
« on: January 29, 2003, 01:43:15 PM »
Nope, I didn't. Is it the strange fruit? Or shall I burn the hurt with lighter? Or is it something from way back in the game? Well, I surrender. Please, let me know, Nick.

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Mega Tokyo AGI Archive / Re:Star Commander
« on: January 28, 2003, 02:04:34 AM »
Hi Steve, hi pals, please, could someone help me to go through the sewers? I found the hint on the tree but it is unusable. Following the NWSWEESN directions I always get poisoned by the snake or I simply return to the entrance. Is there a bug in this sequence or what? Please, help me, I keep stucking in this darn sewer for weeks.

5
I also thought it was weird at first but now I like it because it makes it easy to type and walk at the same time.
Surely that's only an advantage in AGI? Input dialogs are modal (i.e. stop animation activity) in SCI.
You're probably right. I forgot not all games worked like that. Not a huge fan of modal input boxes for that reason.

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I also thought it was weird at first but now I like it because it makes it easy to type and walk at the same time.

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The Games and other Sierra Adventure stuff / Re: How much music?
« on: May 01, 2015, 06:55:21 AM »
You have many good thoughts. I think I will go for the less music approach. Focusing more on important locations, and locations where I think music would fit, but I should not be afraid of silence. I can always go back and add music later if I think there is a need for it.

Quote from: MusicallyInspired
... the more ambient the better. That is, less percussion, lead instruments, rhythm and such and more background slower changes. Pads and soft strings are nice choices for these areas.
This sounds like useful information that I can experiment with. It can probably help me making my music not stand out so much.

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The Games and other Sierra Adventure stuff / How much music?
« on: April 27, 2015, 02:38:41 PM »
Hello, this is my first post here. I'm trying to create an adventure game. Not with AGI or SCI but it's the same type of game. One of my concerns at the moment is that I don't know how much music I should have in the game.

I know the old adventure games had very little music. It probably had a lot to do with hardware limitations that made it impossible to store a lot of music and the quality of the sound made it very obtrusive, and maybe unsuitable as background music in a low paced adventure game? Or would they have benefited from more music if they could? In later games they have more music, and of better sound quality. I think the Monkey Island games had music almost all the time, at least the later ones.

The biggest limitation for me is probably that I'm going to create all music myself with no prior experience in music composition, but I have been reading up on it on the web so I understand the basics and have been putting some notes together to get something that sounds somewhat OK. It's hard to get something that is just in the background. Often I get the feeling that it would be much easier writing music for Mario or some kind of space game. I'm still early in my learning so I don't know what to expect in the end.

At first I was thinking I should probably have music everywhere. It makes it consistent. The user will not be bored with silence, or he can turn it off if he don't like it. But now after I realized that creating music that just sits in the background without distracting is probably not so easy to make, I'm not so sure anymore. If I don't have music everywhere, where should I have it?

Looking at the older games that doesn't have music all the time I think it's very inconsistent where the music are. Some places have music and some don't. I don't see the logic, and as a programmer I want logic!  This is what I need help with, finding some rule of thumb when music should play.

The most obvious situation I can think of is when someone in the game plays an instrument, that music should then of course be the background music of that location. When you meet, or are very close to your antagonist some evil music should play. I guess it has a lot to do with temper, emotion, danger, ... And I guess not having music all the time will make the music much more powerful when it's actually used.

While writing all this some things has become clearer but I still would like to know what others think.

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