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Messages - Cloudee1

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1186
SCI Development Tools / Re: Editing scripts...
« on: January 10, 2007, 03:20:15 PM »
... About Dark Minister's Script Editor... I found it a day on a site, but paying registration was needed to download...
Do you have a link to that.

1187
SCI Community News / Awards are Fully Functional
« on: January 09, 2007, 12:36:57 PM »
As with the first game competition, I had announced that there had been an award mod installed for giving out trophies and whatnot. Since that I time I have been busily modifying it  to get the trophies to display under our signature. Much easier said than done  :P. Some of you may have noticed a few more error screens than usual here lately as these edits took place on the main display files, so when something breaks everything else breaks too  :o. After contacting the original mods creator and a few failed attempts later.

I would like to announce the completion of the work on the awards mod. Now all of your trophies, not just the most recent one, are diplayed under your signature such that when you hover over them the trophy details are displayed. The current trophies up for grab can be found throughtout the forums under each of my posts signatures. I am hoping that the more you see them, the more you will want one. At this point no entries have been recieved. First place is uncontested.

1188
Community Competitions / Re: First ever SCI Game Contest
« on: January 06, 2007, 06:36:13 PM »
Of course, what's a competition without reward. The trophies will become part of your signature, where the rest of the community can envy them with each post you make.

I have everything working as I want it to, and have added the three trophies up for grab to my own signature just for now, I'll give them out to the winners at the end of the contest.

1189
SCI Community News / Re: Our New home listed at SMFoogle
« on: January 06, 2007, 05:46:19 AM »
Not really worthy of a new thread, but kind of a similar theme of spreading the word about our new home. I saw a googlebot viewing Omers profile today. While one little bot doesn't mean much on one hand, it means a whole lot on the other.

With so many links that don't point here, it's nice to know that word is starting to spread ... The journey has begun. 

If anyone has any suggestions to help spread the word about our new community, especially if it  may catch the eyes of some of our long lost departed. Now is an excellent time to share.

Afterall, they might still have time to enter the New Year's Game Competition.

1190
SCI Development Tools / Re: Decompiler, new SCI Studio
« on: January 05, 2007, 01:54:44 PM »
The first real game I ever played was Space Quest III on a monochrome green screen with a 56k 5 1/4" Low-Density floppy drive with no harddisk and I loved every disk swapping moment of it.

I want nothing more than to make sci fun again. Really that is my number one goal. It goes beyond just a general forum atmosphere. The number 3 reasons in my mind why people drift from the sci community have absolutely nothing to do with Brian. I am taking the approach that Brian has contributed as much as he is going to at this point. His sci knowledge would be a tremendous asset to this community and I would love to see him sign up and participate, but there are no signs of that happening, anyway, I think the reasons why people stray from the sci path

  • The games they are making become epics ~ they simply get bored and eventually set it aside, hence the competitions to try and break up the monotony of that other game, making development fun again, not a tedious chore.
  • Not enough examples ~ you can't tell me a procedure name and I'll know how to implement it, I need to see it used first. I don't have any formal programming experience, as you'll notice from my preferred code indentation, so resources that help me are far and few between, I know a lot of other user start out the same way. Hence the how to section to try to make it less overwhelming.
  • Too many crashes ~ scistudio just doesn't run great.  scicompanion still has issues with win98, but is far more stable than scistudio.

I only mentioned life-support because its a term veej used. If anything the sci community has just emerged from infancy seeing the birth of an sci studio of any kind, the early pages of Mega-Tokyo are filled with scistudio news before it could actually do a whole lot, before there was a template game to even build anything with,  and is only now entering it's adolescence. I realise there's an ebb and flow to virtual communities, but I'd like to see a big ebb soon.

1191
SCI Development Tools / Re: Decompiler, new SCI Studio
« on: January 04, 2007, 10:05:38 PM »
In any event, part of the reason the SCI community is on life support is because it spends most of its time not learning from its past and being critical (harshly so, sometimes).
I wouldn't call it life support, I own the domain name for the next 9 years, so for that long whether or not it's active, these forums will always be present. To say that we haven't learned from our past just isn't fair, I have tried to design our new home to directly combat some of the problems which we used to have as I saw them. The forum boards themselves were carefully considered to try and ease a users ability to find and use tools and resources and to provide a wealth of scripting examples that are easy to find and understand.

I can personally pinpoint the day Mega-tokyo started it's decline, it all stemmed from one moment. Now there is only a small percentage of users who were around then and can point to the same day, with a new home and new users coming just let it go, less and less people will even know what you are talking about anyway. In three years when new members are reading this thread looking for your decompiler are they even going to know who he is, assuming by then we have a bug free studio to replace scistudio and documentation to match. It might be nice to have his mythological decompiler, but we don't, and we don't know how well it even really worked anyway, but everything else he has released will fade into the background as better less crash prown tools are created. Considering the state of scistudio vga, if the decompiler was remotely usable, it probably would have been released. I have my own opinions of Brian as I'm sure everyone else does, but airing them doesn't progress the community, that's something I have learned from our past.

If you have suggestions to make the community better or stronger in any way, by all means, let's hear em. But bitching about Brian isn't going to help anything. I read your thoughts in full, I never said I disagreed with any of it, all I'm saying is that it isn't going to get us off of "life-support" only prolong it.

All right, now that that's over, have you figured out a name for your studio. Is it going to start off with just ega support or are you going to try and incorporate vga  elements. Trodoss and Lars both have ideas for getting vga resources to work via our measily scripts. A studio and template that was built around that concept would fit the bill nicely.

1192
SCI Development Tools / Re: Decompiler, new SCI Studio
« on: January 04, 2007, 04:12:26 PM »
It's good to hear that more tools are being developed ... However

I edited the worst of your post  >:(

Seriously, think positive here, a whole negative atmosphere could kill any new fledgling forums. Especially one that has been humping along for a while before attempting to branch off on it's own. Let's make sci fun again, and leave our old M-T baggage at the door. Announcing the development of some new tools is great news, don't poison it.

1193
I was wondering which interpreter would be the overall best one for us to use. I know  Chris has mentioned before that he likes 0.000.685 because of the sound and support for 3 mouse buttons. But will it support the avoid script that Troflip got working.

I know the one that comes packaged with the scistudio template will support the avoid, but I have no idea what version it is, or what else it may do.  I was wondering from you interpreter-guys what your opinions are of our best interpreter version option for our sci games.

1194
Community Competitions / Re: First ever SCI Game Contest
« on: January 03, 2007, 10:32:36 AM »
So the good news is, the trophies have been completed. I must admit though, the second place trophy is really an edited version of one of the ags forum trophies, but it was too close to what I was going to draw so it became easier to steal it and change it than to redraw the same thing again. So whoever gets second place, sorry bout that.

Now all that is left to do is to get them to show up in our signatures. While I work on that, you guys work on your games.

1195
Everything-Else / Re: Guitar Heroes I and II for the ps2
« on: January 03, 2007, 08:59:57 AM »
Playing the same songs over and over again does get a little repetitive, but really it happens with all games. At some point you've done what there is to do.

If you've got two may I sugget getting one, the song list is a little better and it's probably alot cheaper since it has been out longer.

After discovering her guitar legend talent I've almost got thewife ready to try out a real guitar.

1196
Community Competitions / Re: First ever SCI Game Contest
« on: January 02, 2007, 04:52:09 PM »
You've got a month. I figure we'll run our competitions the same way everyone else does, the winner gets to "sponsor" the next competition deciding rules and whatnot. Likewise they will judge the entries of their sponsored game. So since I'll be judging this one I can't enter  ;)

I can only hope there is a little competition for you. I know our member count is pretty low now, so really two entries is a good turnout, but three, that would make our first competition a flaming success.

Since you've been in a couple of the old agi contests Eigen I'll leave you to yours, but to anyone else I would like to make some suggestions. Keep it small, a game with 150 rooms, you just aren't going to be able to finnish. A game with 3 rooms, more than adequate for these types of competitions. Don't get ate up with the graphics. I don't know anyone around here who's an artist and I wouldn't expect anyone to be, the point isn't to make a Sierra Quality game, but just to make something creative.

1197
Community Competitions / First ever SCI Game Contest
« on: January 02, 2007, 12:23:45 PM »
Hey gang, it's the start of a new year, and the start of our new home. I have installed an award mod allowing me to issue awards and trophies and rather than see this feature go to waste, I would like to announce the first ever SCI game competition.

The rules of the competition are simple,
  • Ends: January 31st
  • Rooms: minimum 1 original room
  • Characters: 1 original character
  • Theme: New Year's related

The rules call for only 1 original room, and one original character, therefore, you MAY borrow any additional graphics from any other source. As far as the New Year's theme, that can be anywhere from using characters like father time, the baby new year, or even having a quest to eat cabbage (old wive's tale about eating cabbage on New Year's and good luck) or even to catch the ball in Time Square as it drops. As long as it has something to do with New Year's.

Now let's get out there and jumpstart our community a little.

1198
Everything-Else / Re: Guitar Heroes I and II for the ps2
« on: December 29, 2006, 10:21:47 PM »
It even has guitar controllers which have 5 buttons, each in place of the first five frets of varying colors, a little switch thing where the strings would be and a whammy bar.


The game itself, is you are in a cover band and you play a whole bunch of different songs. In the center of the screen is a guitar fretboard which is always scrolling towards you. On it are the different buttons you've got to hit just like all the other, match the beat games, but when you miss, the guitar part you missed is muted from the song. For instance imagine Iron Man (I) without the long notes in the beginning, or in Free Bird (II) during the solo missing every third note. When you screw up part of a song, you know it. Each game has about 40 to 50 songs on it.



1199
Everything-Else / Re: Guitar Heroes I and II for the ps2
« on: December 29, 2006, 12:43:10 PM »
And considering Eigen lives in Estonia. What all have you got at your fingertips over there.

I have noticed that thewife is more of a "natural" at it than I am, and the same goes for my friend and his old lady, she seems to be picking it up a little faster than him. I have a theory about that though, and as neither of them play guitar and both of us boys do, we are playing it with our fingertips looking for strings, rather than our finger pad just pressing the big button, we lift off and they just quit pressing. But as our fingers figure out the spacing of the buttons that gap between the girls and boys is closing.

I think the first one has a better song list, but the second one has a cooperative multiplayer mode so you  can play either lead and rhythm, or bass and guitar, rather than just head to head.

1200
Everything-Else / Guitar Heroes I and II for the ps2
« on: December 28, 2006, 10:01:07 PM »
I hate to say it, but I love them both (they are almost exactly the same). Me and thewife got the games and a pair of guitars for Christmas and my fingers haven't been straight since.

Eigen, as a fellow guitar player I think you'll love this game as well. I took it to a friends house yesterday and today he has a copy of the game and his own guitar.

I've seen it demoed in a few stores, with that one guy who does nothing but stand in a store playing their demo systems for hours at a time and I thought man that looks dumb. Then I got it and man do I have to admit I was wrong.

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