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About Nz17

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    Gosh, you wanna know about little ol' me?
  1. Simple enough: For those of you who have completed the story, what do you score Broken Age out of 100 points? Feel free to elaborate.
  2. Has anyone unraveled the mystery of how to get the "Eh, eh-eh. Eh eh, eh-eh!" achievement? What is the way of getting it?
  3. I'll say! The way I played through Act 1 was to play all the way through Shay's half, then all the way through Vella's half. The second time I played through the game (in anticipation of Act 2), I played all the way through Vella's half, then all the way through Shay's half. I was hoping to continue this pattern through Act 2, but I guess I'll have to change my playing habit/preference to accommodate the game's design. But this does make you wonder: In the context of the story, how in the world would Vella know the code to stitch into the Time Weaver's fabric? The answer is, of course, she wouldn't, and that really breaks the feeling of immersion. I guess she could have just relentlessly tried every combination she could think of until one worked, but then, with all the warnings about sending the ship into a black hole, a void, danger, etc., I don't think a rational person would dare try that. And it would be exhausting to take all the time and back and forth work to eventually get to the right guess. Thanks for the hints, everyone.
  4. I'm at the last part of the Star Weaver puzzle, but I don't know which constellation to form. I've got the Red Hanger star chart and the hook. Where on the ship do I find the item with the constellation into which the Star Weaver's star chart should be changed? I keep going back and forth across the rooms, but I don't see anything which looks like another star chart, and there are far too many combinations to try to guess the right one through trial and error. Please help. Thank you.
  5. I really enjoyed reading the updates to the change log in the Bugs forum. I sure do hope you guys continue to publish/update a Broken Age changelog for us techno-nerds to read. 8-D
  6. Remember everyone, if you use ./run.sh to run Broken Age, you can still append --log to get the executable to output log files. Just enter ./run.sh --log from the Broken Age directory (which of course is [ ~/.steam/steam/SteamApps/common/Broken Age ]).
  7. When loading up a save file which is from 1 or 2 Release Candidates ago (RC6 I believe), there is a large, visible black square area drawn behind Vella's grandpa in the background. When switching from Vella to Shay and back, the black rectangle is still there in the background behind the grandpa. When starting a new save/playthrough, this graphical defect is not present. Everything appears as it should with a new save. This bug is present in both the Linux and Windows release of the current Release Candidate (RC8 from 2014-01-24). Linux version is Debian 7.3 Stable ("wheezy"). Windows version is XP SP3. Please see the attachment sent via e-mail for more OS, hardware, & logging information, as well as screenshots and a save file. An e-mail has been sent to DF Support with the relevant files. Bug report UUID: 94b9c52d-fbdf-434b-b367-739d4cc6c1af
  8. Thanks Anna. You programmers are doing a 'Fine job. I can't imagine how much of a headache it must be dealing with so many various computer hardware and software combinations and trying to get the program to run right with them all. After all, your code could be flawless but thanks to a quirk of the hardware or software that someone is running, something might break anyway! By the way Double Fine staff, you might want to take the updated req.'s for the Mac and Linux versions and copy them over to Broken Age's Steam page. There's no rush of course, but you'll probably want to do that before public launch day I'm guessing. And remember: take breaks, drink plenty of water, get good nutrition in your bellies, exercise, get fresh air, and don't work yourselves to the brink of collapse.
  9. Uh, how is this even applicable to the Mac OS X version of the game? There's no DirectX on Mac OS. Never has been, never will be. Even if DirectX were somehow available, a user obviously doesn't need it installed and therefore doesn't need hardware compatible with it. I mean sure, if they were running a dual-boot setup or using an emulation layer to run Windows they'd have access to DirectX, but then the emu/VM doesn't need the native hardware, and if running Windows on a Mac then a person would need to skim over the Windows requirements anyway. :-D I know you 'Fine programmers know all that, but listing DirectX compatibility as a requirement for non-Microsoft-Windows OS's is silly and misleading. I can even see it leading to customer confusion. After all, most people don't know what DirectX is! I know what it is, you know it too, but the public (and game-players) at large don't know. So in the "good scenario" people will just ignore it, but in the "bad scenario" they will go, "Gee, what's DirectX?," search online, and then find out a little bit, discovering it isn't available for their OS, and then either be confused or figure, "Guess I can't run it, so I'm not going to buy it." In all honesty, every consumer computer manufactured in the last... 5 years? 10 years?... has had a sound chip built into the mainboard of it. Listing it as a requirement seems to be (ironically) an un-required step, not just because people would already have a sound card/chip, but because the entire game can be played without a sound card. (And yes, I have played the game with the sound card removed/disabled/not-present.) Now putting a suggestion or a recommendation for a sound chip seems logical, but remember that even then at most the line should read, "We recommend an SDL-compatible sound chip" as that's what Moai, Broken Age's game engire, really requires.
  10. General: 1) Convenience: It is inconvenient to have to select the inventory icon in the bottom left, then the gear icon on the bottom right, to get to the menu at the top. Since three of the corners are free, it would aid discoverable and be more convenient to have the gear icon always visible in either the bottom right, upper right, or upper left. 2) Ease: It would be easier to mentally track dialog tree options by having them numbered from top to bottom, i.e. Topmost is 1:, next is 2:, third is 3:, et cetera. 3) Recountability: Dialog options shouldn't disappear after the user has selected them. People can accidentally skip an option's entire dialog and then be unable to access it again without reloading or restarting. Users might have outside-of-game loud noises or distractions that can prevent them from paying attention or hearing audio during the first time. Some will want to have the ability to replay the dialog as a reminder. And some players will want to hear lines again to re-listen to jokes or to once again hear impressive line deliveries by actors. 4) Speed of progression: Double-clicking on paths or hotspots should make the character run to them. The player is already trained to know that double-clicking on exits instantly causes scene changes, so the intuitive assumption is that double-clicking on anything else also "speeds it up." If the program lacks this universal functionality, it will result in frustration and disappointment for the player as they feel it "should" happen but doesn't. 5) File management: Currently there is no way to delete game saves using the in-game menus after the saves have been created. Some players will wish to keep things "clean and tidy" by having only one save or having saves in specific locations from the choice of eight spots. There is also no way to duplicate (copy) a save using the in-game menus. This could be useful if, for example, a user wishes to save before many of his or her favorite cutscenes to see them again, or if someone wants to be safe by keeping a backup copy of the "main save." Additionally, there is no way to quit a play-through without saving, leaving potential for accidentally "ruining" someone's save on a multi-user computer such a when a family shares one machine and someone picks someone else's save. "Desktop" version: 1) Convenience: Being able to use the numeric keys on both the keypad and the "top" row of the keyboard to select dialog tree options would be faster than having to reposition the on-screen pointer. 2) Convenience: Pressing the "Escape" key, "Space" key, or a different, dedicated key (such as "Backspace") should close open dialog windows. Having to exit them by always using the pointing device by moving the pointer outside the bottom dialog window and clicking creates more work for the user, especially when trying to see if characters have new things to say after an event or acquiring an item. "Steam" version: 1) Steam Trading Cards do not seem to be implemented yet. After playing for two hours, no cards had been unlocked through the Steam item drop system. Inquiries: 1) In Linux, binaries often carry debugging symbols and other internals not needed for distribution of a final product/executable. These can be safely "stripped" before distribution as end-users will not need them and they will increase file sizes and thus download times. This extra cruft can also cause minor performance decreases. Use of the "strip" user-land command (included in all GNU/Linux distributions) will remove these debugging symbols, improving file size and performance. For example, the unstripped "BrokenAge" executable is 36109249 bytes large, but the stripped version of the same executable is only 9432032 bytes small. In other words, there is a 26 MiB savings to be had! That's a 74% size reduction! 2) This one has really been bugging me... Every place where the minimum system requirements for Broken Age are listed, the Windows version is stated as requiring XP and DirectX 10. There is no DirectX 10 (officially) available for running on Windows XP. The latest official DirectX release for Windows XP is DirectX 9.0c. Yet as Broken Age runs just fine on Windows XP, there must be no actual requirement of DirectX 10. Therefore the listings should not state this. Incorrectly listing this might scare away people who believe the game won't run on their hardware. As a matter of fact, since the Moai engine is so *very* cross-platform, there is no requirement for any DirectX version, not even on Windows, as Moai uses SDL 2.0 to interface with the operating systems. This means that the game can even run flawlessly on Windows 2000 just as Steam does. Thus the true "minimum" requirement is Windows 2000 with an SDL-compatible graphics chip and sound chip. In addition, the lines which read "DirectX-compatible sound card" should be removed or altered for the Mac and Linux hardware requirements. Obviously compatibility with DirectX is not needed as neither OS has DirectX available. Perhaps the line should instead read "SDL-compatible sound card" or "Modern sound card" or "Any sound card" or "Any sound card compatible with this OS." 3) I know that the final product is supposed to be distributed DRM-free on all platforms, but it is already DRM-free as released through Steam. I am uncertain if this is intentional, but at least with the Linux version I can run the game without Steam running or installed. Later I will also try this with the Windows version and report my findings here. 4) Also interesting to note, the soundtrack in MP3 format is included with Steam copies of the game. It consists of 23 tracks all to be found in the root directory of the game's installation location as separate MP3's. The MP3's are not required by the game to produce the music as in-game audio. While I appreciate this "free extra," those who pledged at more expensive tier levels might not like bottom tier pledgers like myself getting a no-cost copy of the game's OST. But if this was intended, then let me say a hearty, "Thanks Double Fine! Keep up the Fine work."
  11. The fade-from-black animation must complete before a user can skip the rest of the Double Fine logo screen animation to go to the main menu. I put quote marks around the word "bug" as this might not be a bug but intentional behavior.
  12. Severity: Minor/cosmetic Description: When Shay is leaning back at the mock "control console" with the squeaky toys, mobile, and steering wheel, the lights behind his leg will shine through the leg, e.g. The blue glow that fades out will not have its light blocked by Shay's leg when the leg is forward in the Z plane toward the player.
  13. I support this. For example, a "Look" icon could be the very first thing in the inventory. That way, whether using a pointing device or a touchscreen, a person could click or tap on the "Look" icon, and then click the inventory item to get a description. If they instead click the item directly first, then the item is highlighted/outlined for use in the game world, with the "Look" icon, or on other inventory items. Clicking/tapping on another hotspot will then initiate a potential interaction or rejection message. You could of course also keep the dragging method as an additional input approach. Another way of handling this is a conditional. Set two arrays of target platforms. If compiling for a touchscreen platform, then use the drag interface for inventory manipulation. Else compiling for a pointer platform, then use the click once, click again approach. Alternatively, right-click for descriptions.
  14. Running the Steam version on Linux, your saves would be located at: /home//.steam/steam/SteamApps/common/Broken Age/saves Running the Steam version on Windows, your saves would be located at: C:\Program Files\Steam\steamapps\common\Broken Age\saves Hopefully Mac users can post their corresponding location here in this thread too. You can also find your save files by going into Steam, right-clicking Broken Age, then selecting Properties > Local Files > Browse Local Files. This will open a folder view of that location. Your game saves are located inside the Saves folder.
  15. I think you might be thinking of how you can double-click exits (when the on-screen pointer is an arrow) to instantly exit any given scene.
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