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Everything posted by WizardMK2

  1. ? "Middle America" isn't even a thing. North America consists of three countries: Canada, USA and Mexico. Then you've got the Central American countries and South America.
  2. Correct, but I'm also not sure that 2PP is ready for the policing that it requires for there to be wiki-style content editing.
  3. Is this an overstatement? I haven't played it yet since I'm waiting for the price to drop (Telltale games usually go on sale after half a year or so) but from the reviews I've read, the game is "good ut not great". It is easily the best adventure game I have played in the last 5 or so years, and the second episode kicked things up a notch. Definitely one of the most emotional experiences I've had playing a game in a while. Telltale just gets a lot of reviewers downgrading their games a lot for things that are tropes of the adventure genre. If I read another review where someone complains about lack of replayability...
  4. The hand-drawn art and 3d model are only used as a trace. There is still a dude who dotted each sprite pixel by pixel. This is really obvious if you look at the full sprites. http://dustloop.com/forums/showthread.php?8287-BlazBlue-Continuum-Shift-Sprites I'm willing to believe this but it's still astonishingly stupid. Why can't they just use some kind of conversion process? And why would they dot the pixels in when they could just draw normally with a tablet in a pixel drawing program? It isn't astonishingly stupid if that's the art style they want to go for. Any kind of "conversion process" isn't likely to look like the real McCoy and will probably just like blurry, pixelated hand-drawn art rather than "pixel art." Is it the most efficient process? Maybe not. But it does yield some nice-looking pixel art.
  5. The hand-drawn art and 3d model are only used as a trace. There is still a dude who dotted each sprite pixel by pixel. This is really obvious if you look at the full sprites. http://dustloop.com/forums/showthread.php?8287-BlazBlue-Continuum-Shift-Sprites
  6. I find it interesting when people say that they are for something "if done well." I think this should kind of go without saying. "Yes, I like lasagna, provided the chef doesn't take a dump in it." Now, I do realize that there have been some adventure games with badly-written dialog trees. Considering the ones that have had the best dialog trees involved Tim Schafer in some way, though, I'm not worried.
  7. But it is that! DFA is being led by Tim, and The Cave is being led by Ron. Yes but obviously it's not an adventure game from a genre point of view. "An adventurous jump and run by Double Fine and Ron Gilbert" and no one would have an issue here. Have you played it yet? From what I've heard with the way puzzles are handled, it sounds a lot like an adventure game to me.
  8. Yeah, that's on my list of DRM to avoid now. =( Oh well, I'm sure I'll play it some day. All of DF's recent games use Steamworks. Don't really think them using it again would be much of a surprise.
  9. I agree. This type of thing is more suited to a multiple-question survey than a poll.
  10. Well, this video player doesn't use Flash. It's pure HTML5.
  11. No problems in IE9 on Windows 7. It seems to buffer quite a bit faster than Vimeo did with the first videos. Works great on my Windows Phone as well. Overall, this gets my thumbs-up.
  12. Not too long ago, I added a comment to a review about The Dig here. As you can read there, I think the puzzles aren’t difficult, but there are a few exceptions. I agree that it's a good game, I like it a lot. Well, you're right. They're not the hardest puzzles I've ever come across. But I can't think of a single LucasArts adventure game that had harder puzzles than it, and that's mostly what I'm comparing against. Also, that bone turtle thing took me forever and a half to get right.
  13. LOL... It's generally the same the world over. No one gives out credit without knowing that you have a job and can afford to pay that credit back. Except in America. They tell me they give hobos credit cards there Uh, not really. I was denied a credit card when I applied for one from my bank when I was 19 even though I was in college and had a decent job. And this was before the recent economic crap happened.
  14. My favorite adventure game ever would have to be The Dig. It really shouldn't be when you try to examine it carefully - the game was basically a big, empty sprawl of incredibly esoteric puzzles. But the story and environment were both incredibly interesting and I always find myself incredibly caught up in it each time I go back to play.
  15. On the contrary, Java is a high performance language (example) which removes some of the serious problems of C++ while providing most of its power, providing better libraries, and is more cross platform. That really depends on the code used. e.g. if the code is semantically similair (which was my impression after comparing a few of the source scripts in the test you provided), the advantage goes towards the language it was written for (usually first-language of the programmer), as opposed to enhancing the strenghts and diminishing the weaknesses of the language. Though I'm sure the virtual machine has been significantly improved, and the performance may be getting closer to that of being high-performance, the language just leaves a bad taste in my mouth. I find C++ much simpler to work with, and Python much cleaner and flexible depending on my needs. If Java leaves a bad taste in your mouth because of performance, I'm not sure why you'd like Python either to be honest.
  16. Being an English-speaking country with plenty of gamers helps.
  17. You're right, but a binary sitting on your hard drive is inefficient when coded with something as high level as Visual Basic... have you seen any successful games written in that? I understand the intricacies, I also understand when code re-use is smart. I simply gave an example when mentioning C, C++... Something like Java is horrid to write any type of high performing game, but it's used everywhere for "portability" sake. Though that's why we have octo-core desktops now isn't it? Coding in languages like C#, VB.net or Java is probably not a good idea if you want to make the next Crysis, but for many other types of games (yes - 3d games included), the performance hit isn't really that horrible. Objective-C, Java and C# are all in the same boat and they are all used to create many successful 3D games for handheld devices - things that don't exactly have the best specs to begin with. You can make the same argument about efficiency comparing games coded in C vs games coded in Assembly. Performance isn't the sole factor when it comes to design decisions such as that.
  18. They created these stats from the survey that was sent out a few weeks back, not from your credit card.
  19. Thanks for the flashback to my undergrad computer science classes. Probably going to have multiple strange nightmares again tonight.
  20. It should be; lots and lots of open source projects are doing this, so why not DF? Depending on the development platform, it can be either trivial or very difficult.
  21. The story's premise is really amazing in my opinion. I've always liked adventure games with multiple protagonists. DotT and King's Quest VII are some of my favorite games for that very reason. I think there is a huge opportunity here for a very special game, especially if there does end up being some sort of interaction between the two worlds. I'm ambivalent when it comes to inventory systems. I know that whatever DF chooses there will be in the best interests of the game, so I'm not particularly worried.
  22. Tons of games you've probably already played do the same thing. Using metrics isn't really new and EA, Activision and Ubi-Soft collect metrics for pretty much every single game they release nowadays. I really don't see what the problem with it is, though. It isn't like the data is personally identifiable or even meaningful. I don't care if DF has information about how I played or solved a puzzle. You give out more personally identifiable information just by browing the web anyway. Sorry, but diminishing privacy-concerned people as problems isn't a really good entry point for a discussion. I can see your point and also think that such information is interesting for developers, but it is and will be misused by managers and/or marketing - Near-always. I don't know HOW often I had discussions with customers about topics like that "Why can't we keep the collected personal and email addresses after use?" "But, we want to know more about the people who registered" "But we won't do anything illegal with them - just put the information in a database and use it in the future for a mailing." "What? We can't do that? It's illegal? Hm, how about we just wait a few months and mail them, when the people don't remember any more where they entered the data" Always. The. Same. A simple to implement good practice: Explain what you want and ask people to co-operate. It's really that simple. Our let me put it like this: Why should the user trust the developer that they handle the gathered information responsibly if the developers don't trust the users to opt-in? E-mail addresses and player behavioral metrics are kind of different beasts. DF already got everyone's e-mail addresses when we backed the project anyway.
  23. Achievement points aren't really any different than a tallied score when it comes down to it, and we can all remember how every single one of Sierra's classic adventure games had one of those.
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