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About nickbarreto

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  1. Hey everyone, While I wasn't an actual Slacker Backer, I am a true slacker in that I only just got around to finally playing Act 2 all the way through (which by the way, I loved – life just gets in the way). Anyway, I came across a minor issue where Vella and Hope get trapped in the control room of the Bassinostra forever – I had, perhaps too eagerly, moved the debris back into place after Vella crosses it on her way to the control room. Which is fine, really, I just had her using the teleporters and didn't go back into that corridor. Except that when I got into the control room and she and Hope get trapped in there by Marek, I can't get the Hexigal past the debris in the corridor to fix the broken door panel. I actually had to reload an earlier save so that I could get back into the control room the first time with the debris safely out of the way, and the Hexigal then had no troubles getting to the door. So I would suggest either having the debris move out of the way magically (after all, the ship does tip over massively before Vella and Hope get locked in the control room), so the Hexigal always can get past, or maybe put in a button for having some arms drop down and move it out of the way when you are in the central control console. Thanks a bunch Double Fine, you guys are awesome and I am, though rather late to the finish, super pleased to have been a part of this.
  2. Hi Vic, It happens to me everywhere, but is particularly frustrating in the talking tree area, as well as in the Cloud Colony, where you need to oust the bird from his nest to get the golden egg. It's also a pain if you've entered the Space Weaver's room from the main bridge area, as Shay is standing right by the door, so when you go look at a star chart or give it to the Space Weaver, he just walks out again. There is a small area where you can click (it's probably a pixel or two wide) that won't result in a walk, but for most of the area that the inventory icon/arrow takes up, if you click there the inventory will pop up, but Shay or Vella will also start walking in that direction. As stated above, if there's an exit in that direction, they will leave the area, which can get quite annoying. I might try and record a video of it happening tomorrow or over the weekend. If it's useful, I'm on a MacBook Pro (2011), on OS X 10.9.1. I'll also post fuller system specs later on.
  3. Yes, I do think the inventory bug is Mac specific. I've had it, and am on a Mac.
  4. Yeah, I had the same problem with the inventory. A minor annoyance, but it definitely needs addressing. I didn't think of using a key mapping either, so just had to be really quick when clicking and dragging stuff to use it before Shay or Vella had time to exit the area. Particularly frustrating in the talking tree area, where Vella stands really close to the exit when talking to the tree, so you have to either be insanely fast, or talk her over to the other side of the area before trying to use an item.
  5. Hi Guys, Related, but also possibly a bug: Every time I click the inventory flap, it also registers as a click in the area next to it, resulting in Shay or Vella starting to walk to the left. This is a minor annoyance, but a bigger issue when there is an exit to the bottom left, especially if I am close to. Trying to open the inventory results in moving to the area on the left before you have a chance to use the item you want. This may not be a problem in every version of the game, as I suspect someone would have reported it by now. I'm on a mac, Mavericks 10.9.1. Seems to happen every time as I play this morning. The bug is particularly annoying when trying to give Jessie her egg back as, having just come back from the tree, Vella immediately returns to it when I try to open the inventory. I had to walk all the way over to the other side of Jessie to have enough time to drag the egg to Jessie before Vella left the area. Should I make another post about it, as a separate bug?
  6. I've been lurking the entire time, but now I've had a chance to spend an hour with Broken Age, I felt compelled to post. Tim, and everyone at DF, I want to say thanks and congratulations. Throughout the process, watching the documentary and reading the updates, I got way more than I paid for as a backer. It was worth it just to watch the process happen, and be a part of it. I only wish I could go back now and pledge three times what I did, to give you guys more to work with and get more, too. I certainly will be picking up the soundtrack because Peter's work is wonderful. Having spend that crucial first hour with the game, I've laughed aloud a handful of times already, but most of all I'm struck by how close to the original brief the game feels. It is genuinely like being inside one of Bagel's paintings. The game is staggeringly beautiful, even more than I thought it would be, despite watching the documentary closely and eating up all the screenshots we've seen. I find myself just sitting and taking in all the wonderful details in every scene. I deliberately don't solve some puzzles just yet to take in the view. I want to doff my cap to all the teams at DF - the art, the animation, the voices, the music, it's all I could wish for and more. I haven't played that much yet, so I don't know how much of a cliffhanger you've left us with, but do take your time and finish it how you want it. You've more than proven that our trust and investment in you is worthy. You guys are amazing, and I'm very happy to have been a small part of it. Thank you.
  7. One thing that always stuck with me with adventure games is that they really had character. I don't mean actual characters, but as an overall kind of feel. It's what I would call the 'voice' in a novel. That sense of infinite possibility is a good way of putting it, and I think it is the same feeling you get on starting an interesting novel. You get a sense that there is so much more to this world than what we are seeing. You want to read on and explore more. I think more than any other genre in games, adventure games get closest to the sorts of satisfaction that you get from a novel, because of the possibilities. When you're playing a shooter, you know from the end of the second level how the rest of the game is going to play out. You might not know where the story is going, or what is going to happen, but you know the limit and breadth of the interactions that you can have with the world. This applies to a lot of other genres, but I think it isn't the case with adventure games. The possibilities for interaction are more emergent, it feels more like they are only limited by your imagination. There's a real pleasure of trying to use an object in a particular situation, and despite that not working and not achieving the desired result, something actually happens. A reaction occurs. It might not have any effect on moving the story along, but that doesn't matter. Those standard 'I can't use this here' responses detract from this (obviously, these are necessary because you can't program in a response to every single permutation - it would take forever, and sometimes you really can't use that there). Those are my thoughts anyway. What do you guys think? I think that's the crux of what a point and click interface provides. A greater breadth of ways to approach and interact with the game world. It makes it feel more real.
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