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Everything posted by JMonkeYJ

  1. I feel like I've gotten an unfair (for Double Fine) amount of value from my backing already, so if it will help you to release the documentary definitely go for it. I'm sure you've thought of this, but of course the vast majority of people will still not watch the documentary, so I'm not sure how valuable it will be promotionally. It will hopefully at least get several additional articles about Broken Age out there.
  2. If they can make a low budget game with the BA engine, I think that's an incredible idea. I love BA, but any way I can get a new adventure game from DF/Tim I would take, and I think one with the budget of BA is off the table.
  3. Thanks for fully describing this. I also accidentally solved this puzzle, and then spent quite a while searching Meriloft for Gus hoping to interact with him, to no avail. Now I know what to do on my next playthru to get to talk to him :-)
  4. OK, great reason to replay it when the final version comes out! I have no idea how I unhooked him! Thanks. I did this puzzle before talking to Harm'ny, so I don't think I got that hint about the tree roots either. As soon as I got to Meriloft I jumped thru every cloud hole in sight!
  5. I loved wandering the ship. By the time I decided to actually do the head shrinking puzzle, I was so familiar with the ship it was no problem. Maybe it's good that it gives you incentive to explore and learn the ship. There were some sequence breaks while wandering the ship that I believe they are addressing, but other than that, I hope it doesn't change. Oh, and I would like to say kudos to you for making the map and index cards...those are great. It reminds me of when I was playing Fez and had pages of notes.
  6. I have a nitpick that I don't think deserves its own post, so I will put it here If you go back to Meriloft from the lumberjack's house, you barely see Vella's legs disappearing up the ladder before they are gone, it pauses for a couple seconds, then goes to Meriloft. It seems like the cutscene is mis-timed, and we should see Vella climbing the whole time. In fact, the first time I saw this cutscene I thought it was a static picture because Vella's legs disappear so quickly.
  7. When do you actually get to talk to Gus? I just saw him fall out of the tree and disappear forever. I looked all over and couldn't find him. I've beaten the act, BTW, so apparently talking to him isn't necessary.
  8. Forgive me if I'm stating the obvious. It seemed to me that Mother is Vella but older (she says something about being a maiden that escaped the feast, I believe) and that the Dead Eyed God is Shay but older (same clothes, appearance, voice, etc.) So now at the end of Act 1 we have Vella with Old Vella and Shay with Old Shay. Paradox much?? Haha. Anyway, it got me very excited to see where the story is going. This game has an amazing story. I'm hoping the puzzles get more challenging, tho.
  9. I loved the way the game started with just the two characters lying down (which was also resented that awesome tie-together at the end of the Act), and especially with Vella, the way you got the story yourself by talking with everyone at your party.
  10. dustcropper's response reminds me of some more details of my situation: The earmuffs was the first of the 3 puzzles I did, so I had not yet programmed in the course to Doom or attached the toy to the arms.
  11. In the portion of the game where you are manipulating Shay's head size with teleporters, I managed to crash the game when entering Merek's control room area from his bedroom. Unfortunately I don't know the exact sequence because I believe it was pretty long and involved some sequence of teleporter usage. I do know that at one point I entered the control room from Marek's bedroom and the texture showing his camera feeds appeared very large and in front of most of the scene. I then navigated away up thru the chute to the Weaver's room. At some later point I again entered the control room (it was the next time I entered the control room) thru Marek's bedroom and the game crashed to desktop. Restarting the game showed no glitches and allowed me to continue.
  12. Thanks for the explanation. It would be a nice feature, but so far the dialog has moved at a good clip and I haven't really needed it.
  13. Doesn't that work in some places, though? This might be another bug. It does seem to work sometimes, but I couldn't tell if it just looked like she (Vella) was moving faster because she was coming from the distance, or if she was actually running.
  14. I don't think so. At least, it didn't look to me like a quick look both ways animation.
  15. I first talked to F'ther and went to see Harm'ny after I had already retrieved Jessie's egg. While talking to F'ther (I think about Gus), Vella claimed she was still looking for the egg.
  16. It's a big bummer that if you skip dialog, it skips the whole dialog chunk. Typically in games it will only skip whatever text has already appeared in the subtitle (allowing you to move thru dialog quickly without missing anything).
  17. Sorry, I don't know names well yet. If you talk to Grandpa while looking for the knife, in one of the conversation bits the short old lady chimes in, and there is a brief animation glitch with her.
  18. I played it at day of the devs, too. I have to say that as excited as I was from reading about the progress and watching the videos, I was not prepared for how amazing the game looks in person. I know graphics aren't everything, but the artistry, polish, and animation are even a step beyond what I was expecting. It looked fantastic running on a high resolution, large screen. Unfortunately I didn't get to play a puzzle because I didn't want to monopolize the station, so I can't comment on the puzzles, but I can also say that the voice acting and writing are just what you'd hope for and expect for this game. For Meriloft only being in alpha, I have to say I was thoroughly impressed. Overall, Day of the Devs was a fantastic experience, and not only because of Broken Age. I wish I could have stayed for more than 2 hours.
  19. [George Lucas] [in his money vault] [pooping on nerds' dreams] .....?
  20. i always thought a great example of how to make an unattractive character appealing is in Roald Dahl's "The Twits." he gives an example of how an unattractive person (i believe he describes her as having a "wonky nose" among other homely characteristics) can still look nice and people will like her if she is a good person (obviously paraphrasing quite heavily there). then, there is of course the excellent Quentin Blake illustration that accompanies it that does, indeed, show a homely woman with a wonky nose who looks like the nicest lady in the world. i wanted her to babysit me as a child. oh, i actually found the pertinent jpg! http://24.media.tumblr.com/tumblr_kwdsltgBIl1qzivpwo1_500.jpg Edit: this got me thinking, and certainly no offense to any of the talented DF artists, but man, wouldn't a game with Quentin Blake's art be an interesting thing?
  21. "Began preparations" for next Kickstarter update haha, i like that. sort of like starting to begin ;-) i'm just teasing...
  22. Why are there more texture formats necessary for Android? Is this a result of the different potential GPUs an Android device might have? Or is it because each format is better for a different type of texture? Thanks, fascinating as always.
  23. right, which is why sites usually have a little box to just enter your ZIP code.
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