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Onno

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About Onno

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  1. The HD one by rOmy is my absolute favorite. True to the original yet clean and crisp. For me there's no need to introduce extra textures and stuff. This game was always meant to have a cartoon-like look and feel and the one by rOmy does that best while staying true to the original. These graphics can probably all be done using vector-graphics at least at the source-level so you can scale them to any realistic resolution the future might bring (4K? 8K?) without having to redraw them yet again. EDIT: Looking at some of the other rooms, I don't think vector-graphics are gonna cut it )
  2. I guess so, since steam is on auto-update although the crash happened when steam was in offline mode. Restarting it in online mode did not trigger a download. The options panel shows v0.9.670587 if that's any indication. After the game automatically restarted I quit and reloaded the auto-saved game. When I tried to play it again from that save point all kind of things were going wrong. Skipping a cut-scene with grandpa immediately placed me before Mog Chokra with the other girls gone and me having to cut the dress. After that I ended up in the clouds with the towel still in my inventory and there many other things seemed to not work anymore. So I started a new game from the menu and I've been able to play that through to the end and I'm now playing Shay's part without any problems.
  3. Had the same thing happen to me just now on my MacBook Pro/OSX. Only played Vella, killed Mog Chokra and then the game restarted at the beginning. So I lost all progress and can only start over now. Pretty serious bug!
  4. I was wondering if it were possible to make the game act a little more OS-friendly? Currently (at least on OSX 10.9.1), CMD+TAB does not switch application until the keys are released (which is not how things normally work). After that, the game minimizes itself. If you try to CMD-TAB back to it, the mouse cursor disappears from the desktop, but the game doesn't come back. You have to click on the BA icon on the Dock to bring it back up (and since the mouse cursor is hidden, you need to CMD-tab to another app again first to get the pointer back). The OS-pointer is typically not hidden during game-play when it should be hidden and stays on top of the game the entire time blocking part of the view. I just had my MacBook Pro completely shut down on me as well while playing. This happened because BA is always-on-top and therefore the warning-dialog telling me the system was about to shutdown (low battery), was never shown and it caught me by surprise. The always-on-top mode also caused me to miss the firewall dialog asking for permission to allow the game to connect to Google analytics, causing the game not to start up. I also wonder why failure to make a connection blocks start-up of the game. Wouldn't it be better to do those kind of things in a background-process that doesn't block the game itself?
  5. Same here. OSX 10.9.1. MacBook Pro, 15-inch, late 2011
  6. Same here, MacOSX 10.9.1. Music was playing but nothing was working and the busy icon was showing. I thought it hung completely and did a hard reset of my machine. When it happened again I used F11 (Mission Control) to move away all windows and then I noticed a popup from Little Snitch that was behind the game window, blocking everything. For me too it was blocking on trying to access Google Analytics.
  7. This has nothing to do with leaving bad impressions, but is has to do with honest feedback on a closed forum. In my opinion, projects need _realism_ to flourish. That comes from hearing all opinions and all feedback. If everyone is only thinking happy thoughts, projects will fail. It is all about the proper mix, just like in society. We need all kinds of people, different opinions are healthy. I respect your opinion as well and understand your view, but I do not agree with silencing opposing views. I do agree with earlier requests to keep things civil and respectful though. I worked with many teams in the past, usually on enterprise web projects. The negative team members tend to come up with much more realistic estimates, bring up much more things things that could go wrong (so we can keep them in mind during development). On the other hand, the project would never get finished (or even started) if there were only negative people working on it. I said I was looking forward to giving it a try, even though I don't particularly like this style of art and animation for 2D graphics adventures and I tried to explain where I thought the term 'cheap' was coming from. I even said that, since the majority of people seem to really like it, Double Fine did the right thing. Where am I being nonconstructive here? I just do not agree with your point that only happy people are allowed to voice their opinion to boost morale. If 80% hated it and kept silent and only the 20% of happy people said how great it all was just to keep the spirit up, this would lead to unrealistic expectations. How do you think the product would do after it was released? You need a balanced view and asking people with opposing views to not comment is not very constructive either. Well, I've seen a lot of positive reactions like "Tim is a God" and "Anything Tim does is great". I'm not arguing those points of course , but are they not taste-based, clouded by limited data or really useful to work with for a company? I'm not asking those people to keep those responses to themselves. This is a discussion forum and it wouldn't be much fun if every response was alike, right?
  8. I never called bone animation jumpy. My remark was about the bone manipulation being cheaper than handdrawn animations to try and describe where I thought the term 'cheap' was coming from. You actually just confirmed it is cheaper, which was my point For me the good part about handdrawn animation doesn't come from a high framecount but from the character and personality that comes with it. Also, you don't need 200 frames of animation per second to get smooth animation. Big screen productions have been running at 24fps for years and only now some are moving to 48 fps.
  9. So is the positivity. Positive feedback helps sell games. So you won't find me bashing this game on public forums. Constructive feedback (even when negative) may help shape future products though. If you cannot post negative feedback even on private forums (among backers no less), how will the developers ever get a balanced view of the response to their games? Silencing opposing views is the one sure way to failed projects. So far it seems positive responses outnumber the negative ones by a great deal, which means DF made all the right decisions. I'm a developer myself. I know it can be tough to hear criticism after putting much work into a product. But if the criticism is fair, I either fix the current product or learn from it and take that experience along to my next project.
  10. I think the term "cheap" comes mostly from the "paper doll" animation and not the art style itself. And if that's the case, it is fair. There have been discussions about it very early on. It just doesn't look the same as fully drawn frame-by-frame animation and it is cheaper to produce (both in workload and on memory consumption). Just moving some bones around gives you an nearly inifinite amount of frames of animation with very little effort, which would have taken ages to hand-draw frame-by-frame. It also makes it much easier (and cheaper) to tweak the animation later on in the process. I fully understand why this decision was made, I even backed the 'Spriter' Kickstarter myself, which is all about this kind of animation and could be useful for many types of games. Having said that. I don't like this style of art and animation in 2D graphics adventures. It mostly comes down to personal taste. For me the hand-drawn frame-by-frame animation is what defines 2D graphics adventures and gives the characters a real personality. We see plenty of textures-and-bones-based characters in 3D games nowadays. I really love the comic'y style in adventure games. I think Curse of Monkey Island is one of the best games ever made. I loved it. On the other hand, I stopped playing Monkey 4, TOMI and Grim Fandango within minutes because I didn't like the controls and/or graphics. If the game doesn't pull me in within the first couple of minutes I tend to stop playing it. I am not a hardcore gamer by any means, games need to entertain me or I will move on to something else that does entertain me in the little spare time I have available these days. But it was clear from very early on that this was the direction the project would take and there are plenty of people who love the style. I haven't regretted backing this project for one minute because I think we all got our money's worth of behind-the-scenes goodness and seeing what it's like to produce a game like this. I do appreciate the hard work that has gone into this and the gamble that was taken by using a very unique art style. It sets the game apart. If you go that route, you know beforehand that not everyone will like it. The graphics are only part of the experience (a big part, but still). Most important for me is that there needs to be a 'click'. I love Fester Mudd for example with its oldschool pixel-graphics. It's just a funny game with likable characters, humor and fun puzzles. So I am still really looking forward to giving Broken Age a try, even though I'm sure I would have discarded it if I hadn't been a backer and just looked at the footage now for the very first time.
  11. For me 3D was the main reason I didn't like MI4 or MI5 or even Grim Fandango. 2d graphics have a quality and atmosphere to them, which make you feel like you're in a cartoon where everything is possible. You're sucked into the beautiful storytelling and artwork from the first minute and time-and-time again, helped by the natural controls of clicking where you want to go. In 3D the characters lose their personality and the controls feels clunky and unnatural, walking into walls and objects take you out of that fantasy world. This spoil all fun for me. Playing becomes a chore and gets in the way of enjoying the story, puzzles and jokes for me. So I put the game down to never pick it up again.
  12. 2D Hand drawn graphics for me. I loved Monkey Island 1-3 and hated monkey 4, never finished that one. I also bought the Tales of Monkey Island and even though I have all episodes, I never got past episode 1, since I simply didn't enjoy the game anymore in 3D. Same with Simon the Sorcerer 3D, a Vampire Story, etc. They just don't have the same atmosphere as their hand drawn counterparts. I loved the Curse of Monkey Island style most. I think those style of graphics could also be drawn as vector graphics, which would allow the game to scale to pretty much any resolution.
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