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Geeky Guide

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About Geeky Guide

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    Sr. Action Poster


  • PSN Tag
    GeekyGuide (Asia)
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    Quezon City, Philippines
  • Occupation
    Marketing Manager and Performance Writer
  • Biography
    I Geek, Therefore I Am
  1. This is great news! Really enjoyed these Sidequest videos and glad that we'll be getting copies of them as well.
  2. Overall, I'm REALLY excited about this announcement. Beggars can't be choosers and I'm just glad that Grim Fandango is finally getting out of the IP hell that LucasArts left it in. If anything, this is the first really good news I've ever heard as a result of the LucasArts acquisition. Platform exclusivity sucks, but it's the nature of the beast. And clearly Sony is rather invested in this project precisely to get more folks onto the PS4. I doubt I'll replace my PS3 anytime soon, but Grim Fandango is definitely going to be a very compelling argument. I also don't think the exclusivity deal means no PC release. Console exclusivity deals tend to be a completely different beast on their own. Overall, congrats to the Double Fine team for pulling this off!
  3. I totally echo the desire to get downloadable copies of the Sidequests. There's a LOT of amazing content there that's just as great or perhaps even better at times than the core episodes given how much focus we get on individual personalities involved in Broken Age.
  4. First, great episode. It was fun to relive Backer Launch Day and Launch Day from the DF perspective. Second, for the documentary downloads, I see them on my Humble page, but it's raw download. Ugh. Is there a way to work with Humble Bundle to allow a BitTorrent download of the episodes? They're pretty meaty files (especially in HD) and so it would be a lot easier with that option. They normally allow this for the various Soundtrack offers they provide as part of their other bundles, so I'm pretty sure there must be a way to make this possible. Thanks and stay awesome guys.
  5. I just saw the latest ep - I love the radio concept, although the distortion does make it a little difficult to tell them apart (especially the two controlled formats). This suggestion about additional cues sounds right on the money.
  6. I love Spoon, but the actual shirt design doesn't really pop. So it's back to Vella and Shay.
  7. It was totally driving me crazy! And considering I had about 5 security folks at the time, it made for this weird conga line to and from the derelict. LOL In the end I dropped the beacon down to one and just hoped that there were no killbots inside.
  8. So we can reduce the number of security being called to a beacon in the hopes of getting them to exploring sooner. However that requires cycling through the entire range of security, so you're bound to go through 1, which makes the one guy waiting outside the airlock enter on his own. When you get to the number you wanted (e.g. 2), the guy who was in the airlock steps out just as the 2nd security guy gets in. And since security forces arrive one-by-one like weirdos, this sometimes sets up an infinite loop of each of them entering the airlock while another exits without any of them entering the derelict. Or is this just me? =P
  9. I've been able to compensate by creating multiple smaller O2 rooms (3x5 for 2 scrubbers only) throughout the base to sort of equalize things. This sort of works until derelicts and raiders come into play. There's a weird point in the distribution that having the scrubbers too spaced out sends the technicians crazy and they become total idiots at maintaining them. =(
  10. I figured it would be something like that - I've only just installed alarms around the base to see what'll happen.
  11. There needs to be some sort of general alert status that force them out of their current tasks and focus on security. It's annoying when raiders catch your security team eating on the job. =P
  12. For some reason asteroids love to strike my residences, so folks are all asleep when they hit. I'm a little frustrated as to what I'm supposed to do here, but then again I've only started playing. Will installing alarms wake them up? Or do alarms only consider intruders as threats?
  13. I just started on Spacebase today and I've died a number of times as I've tried to better understand the O2 system. So yeah, the whole low oxygen thing is a major pain, especially once all my technicians get trapped in what becomes a wind tunnel pushing everyone into the room further. I tried forcing open doors from the more oxygen rich parts of the station (docked ships, etc) to at least get them out, but eventually it killed me yet again. Does this imply the game wants us to distribute O2 scrubbers around the base instead of creating special O2 rooms?
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