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Dominitus

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Everything posted by Dominitus

  1. Thought I'd take a break from trying to compose some in-game music for BGCE to bust out some quick little win/loss stabs. They're finals, but if people think they need more polish I can go back and work on them some more. Posted them up in issue #11.
  2. Great episode! Too short though... want to watch MOAR. Really looking forward to seeing the team's reaction to all the backer feedback and what gets tweaked and changed because of it. Good work, 2PP!
  3. That's... odd. I would have to go and play the start of the game over again to figure out if there's an issue with it, but isn't there only one object you can pick up? Therefore only one object you can use on everybody? And only two options with what to do with the object when it comes to Grandpa, one of which is the puzzle solution? Unless you're experiencing some glitch where the solution isn't an option to you, I don't see how it's possible to get stuck on this puzzle for a protracted period of time.
  4. I think if I had been drinking anything while I read that I would have snorted it out my nose. Sorry you had a bad experience on that puzzle, OP! Honestly though, I'm not sure you're going to find many people who had the same experience. While solving a dialogue-tree puzzle often is trial-and-error based there were only... what, two or three options to choose from? Hardly time-consuming. Considering the character flat-out tells you that they know where the knife is, you have a small amount of dialogue options to choose from and only one object you can manipulate... it's not exactly up there with the game's most difficult puzzles.
  5. (I know the thread title says it, but I'll reiterate: SPOILERS!) No, it was not a give-away. I was too busy wondering why Shay wasn't dead, what with having no oxygen in space. Really, there's not a whole lot of time to piece it together before they see one another, which is the really big "aha!" moment. I think no matter whose story you finish last, it's still an ending with a big impact.
  6. Pretty sure you didn't miss anything. I was surprised too.
  7. I thought they mentioned in the doco somewhere that act 2 would be shorter? Harder, yes, but not as long as act one. I hope I'm wrong...? It'll be a good length when the 'acts' don't exist and you can play it through as one entire game.
  8. Never got stuck so had no reason to switch. Vella all the way through, then Shay.
  9. I'm unsure how more transparency would have helped solve the issue of puzzle difficulty. You see Tim struggling with it in the documentary, and to solve that problem they did extensive playtesting - more playtesting than any adventure game he'd been involved with. There's always going to be some people who say the puzzles were too easy for them, but how better to strike an overall, best-for-the-average-gamer balance than extensive playtesting with people ranging from backers, non-gamers and game developers? I think they did as much as they could have, considering time and budget constraints. Whether the puzzles SHOULD have been best-for-the-average is a different argument altogether, of course.
  10. It speaks to the quality and immersiveness of the game world that we all wish we could have spent more time there.
  11. It was to the left of Curtis' cabin. (The talking tree was to the right.)
  12. Oddly enough, Steam says I have only played 25 minutes. Must have been the result of a very late crash just before I finished Shay's story. Anyhow, THE ENDING. So great! Also feel like I should have seen it coming, but just didn't. Tied everything together wonderfully. I finished Vella's story first, then Shay's. I'm glad I did, I think it made the ending have slightly more impact. Either way though, top stuff. Very much looking forward to a more challenging part 2!
  13. First thing I thought when I heard Curtis speak. Wil sounds surprisingly like George Clooney in this game.
  14. Just on two of your points... I also hope they make it so you can’t “click” on objects that have no bearing on a puzzle more than once to hear the flavor text (e.g. the fishing rods). I agree this can be annoying, but if you somehow manage to miss what was said the first time, it's always nice to have the option of hearing it again. What they REALLY need is a way to skip over dialogue that doesn't skip the entire conversation. This would kill two birds with one stone. I’m curious about the purpose of the snake. It seems like the game could have easily done without it. I mean, I don’t recall it being essential to any of the puzzles. It's most likely part of a puzzle in Act 2. The game was always meant to be played as a whole - when it's not split in to acts, it will probably be more cohesive, and you won't notice this.
  15. Oh. Huh. I totally missed that too. Hopefully there's something DF can implement to direct the player's attention to visit Gus before solving his puzzle? I hate missing dialogue! EDIT: And yeah, I thought it was weird that this person I'd never met before already knew Vella by name, but the moment was over so quickly I didn't get a chance to think much more about it.
  16. Played through all of Vella, then experienced this crash as described in title. Unfortunately I didn't grab the info from this original crash... I hit the 'restart' button at the dialogue box and the game immediately crashed again and threw up the dialogue box. Perhaps because I wasn't trying to launch the game via Steam? When I launched via steam and got the game to load back up, I was able to exit the scene without crashing. In any case, here's the crash log after I hit the 'restart' button: Log: Process: BrokenAge [56045] Path: /Users/USER/Library/Application Support/Steam/*/BrokenAge.app/Contents/MacOS/BrokenAge Identifier: com.doublefine.dfaosx Version: 1.0.0 (1.0.0) Code Type: X86 (Native) Parent Process: launchd [124] Date/Time: 2014-01-15 17:16:47.694 +1100 OS Version: Mac OS X 10.7.5 (11G63b) Report Version: 9 Interval Since Last Report: 5642770 sec Crashes Since Last Report: 73 Per-App Interval Since Last Report: 18563 sec Per-App Crashes Since Last Report: 4 Anonymous UUID: 77DBB198-6F50-49B6-AEC2-58FB0AE6D9F8 Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x00000000411ab3d5 VM Regions Near 0x411ab3d5: MALLOC_SMALL 0000000001000000-0000000001800000 [ 8192K] rw-/rwx SM=PRV --> __TEXT 000000008fece000-000000008ff01000 [ 204K] r-x/rwx SM=COW /usr/lib/dyld Application Specific Information: /Users/Thorn/Library/Application Support/Steam/SteamApps/common/Broken Age/BrokenAge.app/Contents/MacOS/BrokenAge objc[56045]: garbage collection is OFF Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.doublefine.dfaosx 0x00006180 _GLOBAL__I_a + 0 1 dyld 0x8feded68 ImageLoaderMachO::doInitialization(ImageLoader::LinkContext const&) + 64 2 dyld 0x8fedc2c8 ImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&) + 256 3 dyld 0x8fedd268 ImageLoader::runInitializers(ImageLoader::LinkContext const&, ImageLoader::InitializerTimingList&) + 62 4 dyld 0x8fed1694 dyld::initializeMainExecutable() + 214 5 dyld 0x8fed5f99 dyld::_main(macho_header const*, unsigned long, int, char const**, char const**, char const**) + 2238 6 dyld 0x8fecf2ef dyldbootstrap::start(macho_header const*, int, char const**, long, macho_header const*) + 637 7 dyld 0x8fecf063 _dyld_start + 51 Thread 0 crashed with X86 Thread State (32-bit): eax: 0x00000002 ebx: 0x00006180 ecx: 0xbffffd14 edx: 0x8ff01150 edi: 0x00415d04 esi: 0x00000118 ebp: 0xbfffed88 esp: 0xbfffed3c ss: 0x00000023 efl: 0x00010246 eip: 0x00006180 cs: 0x0000001b ds: 0x00000023 es: 0x00000023 fs: 0x00000000 gs: 0x0000000f cr2: 0x411ab3d5 Logical CPU: 2
  17. For a second there, I read that as "testicles". I really hate to think what this says about me.
  18. I must say, this bug report is extremely accurate.
  19. This only happened the once, and I wasn't able to reproduce the crash. Moved in to the scene, started being strangled by the snake. Tried to use inventory items on world objects to no effect. Clicked on the horn, then pressed space to skip the cut scene. Vella disappeared from scene (can't remember if the snake did or not), her dialogue about remembering not to go that way started to play, and the subtitles displayed over on the right-hand side of the screen, but a second later the game crashed. Tried to reproduce, but all other times skipping the cutscene correctly centred me back to where Vella ends up after freeing herself from the snake with no issues. Playing full-screen, if that makes a difference. Apologies I can't provide any more useful info! Early 2011 Macbook Pro, 2.2Ghz i7, 8GB RAM 1333 MHz DDR3, AMD Radeon HD 6750M 1024 MB, Mac OS X Lion 10.7.5 (11G63b)
  20. Confirmed! We just shot the final component of this episode (a roundtable talk with Tim & all the project leads) yesterday. It went great and I'll be cutting the final episode together over the next few days. In the end, I think it ultimately benefitted from taking place so long after the end of the fortnight. It's given the leads enough time to process the experience without being too long ago to remember and comment upon properly. I think it'll be worth the wait. Awesome news! Looking forward to checking this one out when it's released.
  21. It would definitely be awesome to have a "post-mortem" video that discussed the results of the survey and got the reaction of the teams to feedback from people. Also to know which one came out on top and if they're going to be green-lit as working titles. One more episode to wrap everything up nicely! EDIT: And they've confirmed they're doing exactly that in this thread: http://www.doublefine.com/forums/viewthread/8574/P25/
  22. (repost for correct thread!) This was definitely my favourite prototype. So much about it that I thought was excellent! Visuals were great, audio was great, I enjoyed exploring the world, the game mechanics all worked really well together. The way the art/world reacted to the lantern on/off mechanic. The storybook / fable type feel to it all. The narrative itself. Was all just spot on. The only one thing for me was that I didn’t read the instructions beforehand and didn’t realise you could camp at the last clue as a way of backtracking if you got lost. But, as you were put back at the last clue when you die (thank you for doing that!), it didn’t take me long to pick up the trail again and finish the demo. Having said that, I didn’t mind being lost! So much pretty stuff to look at. I especially appreciated that the little waterfall actually made a waterfall noise. Attention to detail! Really hoping this is the one that comes out on top, as I’d definitely play through this one. Well done to the Black Lake team!
  23. This was definitely my favourite prototype. So much about it that I thought was excellent! Visuals were great, audio was great, I enjoyed exploring the world, the game mechanics all worked really well together. The way the art/world reacted to the lantern on/off mechanic. The storybook / fable type feel to it all. The narrative itself. Was all just spot on. The only one thing for me was that I didn't read the instructions beforehand and didn't realise you could camp at the last clue as a way of backtracking if you got lost. But, as you were put back at the last clue when you die (thank you for doing that!), it didn't take me long to pick up the trail again and finish the demo. Having said that, I didn't mind being lost! So much pretty stuff to look at. I especially appreciated that the little waterfall actually made a waterfall noise. Attention to detail! Really hoping this is the one that comes out on top, as I'd definitely play through this one.
  24. That's very interesting don't think I've seen that one before. It's funny as well, because I wouldn't expect the four horsemen to ever take a vacation. You get to see the four horseman taking some time off playing cards with one another at Death's house in the original Discworld adventure game.
  25. A mirror world where time runs backwards. Puzzles may need to be solved in reverse order to proceed. Instead of "Ice Level", why not get specific? My first thought was "Underneath an Antarctic ice shelf." I think it could be quite... COOL... down there. For some reason I also see the northern lights, but INSIDE THE ICE. That look pretty sweet. Would be hard to traverse though, you'd slip and slide everywhere. Could you get meta and set some puzzles in a world where life is lived via adventure games? Maybe too self aware. Hmm. The inside of a speaker. On the tip of a pixel. Inside a bag of marbles. In a world like Gumby's, where you can move in an out of books (which all have their own worlds within) at will.
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