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Messages - Scorpio82

#1
I saw it as well and became plenty excited myself. I'm following up via e-mail to see if he's the real deal.
#2
Thanks!

Quote from: ProgZmaxI'm enjoying the game so far, though there's a crucial difference between 'Dethawing' and 'Defrosting' :)

Hmmm... indeed there is. We'll just pretend that "dethawed" isn't the opposite of thawed until the next update. :)

Quote from: SanTrapif I could see this game in HD glory I would literally soil my pants.

I'll spare your pants because a lot of my renders were crashing at 640x480 as it was. I don't think my computer could handle re-rendering the whole game again in HD. Not without another couple years or a studio-sized render farm on hand anyway.

Quote from: Santrapps i got 722 points and three trophies..so what's the secret ending 

You get one when you reach the max score, and another when you get the lowest score. :)
#3
QuoteI almost didn't play it, because the name "Incinerations" sounds "too serious" for a SQ game.

I'm finding that seems to be the general reaction. About six years ago, I was getting a lot of support for trying to create a "serious" Space Quest game. But now it seems that purism is becoming the community standard, and SQ fans are openly telling me they're hesitant to play it.

But then, I didn't want to give it a non-serious title* either since my goal was to create a adventure game that shared the qualities of a summer blockbuster. I did feel at an impasse about how to release it though, since I could easily retool this into a original sci-fi adventure. But then I'd still be left with an adventure-comedy about a space janitor and people would ask why I didn't call it "Space Quest".

I'll have to see where word-of-mouth takes it. Lord knows the fan-base has been over-run with too many SQ fan-games lately. But if this review is any indication, I'm certain more people will be surprised once they get the chance to play it.

Thanks for the comment and I'm glad you enjoyed the game. :)

*looking back, only SQ5 and 6 have non-serious titles. :P
#4
Just finished playing it. Very short, but sweet. There's a lot of puzzles in these few rooms.

Personally, I found that the game asks you to "get closer" more often than not, so that might be the route to go with all your future puzzles. You could have a lot of fun with "get closer" and make it a running gag in the episodes to come.

I look forward to the next episode! How long did this one take you to make?
#5
The offending line of code was removed, and several other bugs have been fixed, so this game should be functional now. Version 1.1 is up, but it won't work with your old save-games.
#6
Thanks.  I'm uploading a new version tonight and I'll be sure to address the issue before I do.
#7
Critics' Lounge / Re: Roger Wilco, Reinvented
Fri 13/01/2012 01:07:05
Very nice design. I think the short-sleeves and the hands in his pockets sell it for me.

As a character, he always seemed to me as a regular blue-collar Joe with an unfortunate lot in life before the popularity of "Monkey Island" gradually evolved him into a wise-cracking buffoon with a gold of heart. Personally, I find he's one of the hardest characters to write, and almost every piece of fan-fiction has a different take on him.

In a way, he's the adventure game "every-man".
#8
Done! Although sadly, it won't let me add VSB to my "other games."
#9


Following hot in the footsteps of my team-made fan-game "Vohaul Strikes Back" and IA's "SQ2 Remake", I'm proud to finally announce the release of "Space Quest: Incinerations."

Based on the Sierra game series from Scott Murphy and Mark Crowe, SQInc is an adventure game six years in the making. It re-imagines the SQ universe in the style of a modern sci-fi action-thriller, featuring 3D-rendered sprites and backgrounds, over 45 minutes of fully-animated cinematics, alternate endings, trophies, and over an hour's worth of original music.

As an animator, this game has been a real thrill ride to make. I want to thank everyone who's supported it, along with the talented people who've contributed their efforts to making it happen. I also want to thank the adventure game community for staying alive and staying strong.

Click here to visit the site and start downloading!

And while you're downloading, enjoy the release trailer!

Chris
#10
So we've got a FOURTH Space Quest release right around the corner? :)

2012 is definitely Year of the Janitor.
#11
Found a solution to an old problem:

Split the game into resource files.

I run XP and had the same problem where the custom icon would toggle on and off during compilation. It would always permanently revert to the default EXE icon somewhere around the 600mb mark - so I'm guessing it's a game size issue. When I broke my game into 200mb chunks, the custom icon worked.
#12
By request, here's a shiny new (and much delayed) release trailer that showcases the game-play, theme song, and animation!
#13
Hints & Tips / Re: Vohaul Strikes Back!
Mon 26/12/2011 04:57:30
I've had a couple similar requests earlier today. Maybe I'll look into making one this weekend.
#14
Getting some cool feedback here! Sorry about the sewer bug - I could've sworn we covered every angle on that puzzle.

Quote from: D-TurboKiller on Sat 24/12/2011 20:38:37My only gripe was that I had to do quite a lot of running back and forth because some magical item suddenly decided to appear in a certain area or something suddenly started working. And there's also a few cases where you totally couldn't guess the right item to use.
Spoiler
Giving a bone to a monkey to make him accidentaly knock himself out in the middle of a guarded Camp didn't make any sense to me. Same thing for the Snowman, I'm still wondering why I couldn't just punch the damned thing, regardless of Roger being as weak as a kid yet being able to whack a snowman with a bone.
[close]

I think this is one of the problems with a ten-year development cycle. When something is in the game design long enough, it tends to get over-looked once the team has gotten used to it - and I think these two puzzles were some of the earliest written.

Spoiler
The General's puzzle is an interesting example since, at the time, the puzzle was formed around the idea of "hey, wouldn't it be funny to put a Space Odyssey reference here?" By the time we caught on that using film parodies to solve obscure puzzles wasn't the best of ideas, the whole boot camp was already implemented.

Our work-around was to simply drop a clue, like have the General ask for something to break the thing open instead. Even if it didn't make sense to help him (and made even less sense after the puzzle was solved), it at least changed the puzzle enough to provide a minor objective. This was one of those "we learned our lesson for next time" puzzles.
[close]

And looking at the clock... MERRY CHRISTMAS! :D
#15
AGS Games in Production / Re: Incinerations
Tue 29/11/2011 04:15:06
Same project. Made by less people. Mostly different story. There was a 5-6 year gap between the original's cancelation and me deciding to take another crack at it.

Here's the wiki page for the original game.
#16
AGS Games in Production / Re: Incinerations
Wed 09/11/2011 18:33:40
Bumping this thread to provide some quick updates:

Script/Programming: 99.9%
Video Cut-Scenes: 99.9%
Sprites/Backgrounds: 100%
Music/Sound: 95%
Beta-Testing: 5%?

In other words, as I've mentioned in this thread, this game needs beta-testers! Who's in? (PM Me.)

Also...

Quote from: SslaxxIs this (still) going to be in the game?

Yes. It will. Sorry for the late reply.
#17
Recruitment / Incinerations Seek Beta-Testers
Tue 08/11/2011 22:29:29
Following in the tracks of the Space Quest 2 Remake and "Vohaul Strikes Back," "Incinerations" is also currently seeking a couple good beta-testers. This is a full-length game, so applicants should have prior experience in beta-testing. Knowledge in AGS scripting is a plus, and a high threshold for patience is a requirement. If you're interested in joining the project, please fire me off a PM and tell me why you'd be good for the position.
#18
Gah! It's you! Guess I could've just PMed you on the other forum. :)

On topic, I still have a room ASC file, but it doesn't contain any data regarding the old display-messages or the in-room music player. So I'm guessing there's a second ASC file that gets dropped between versions then. It'd be nice to know where the data from that is kept.

I suppose re-building won't be too big a hassle as long as it's just a few rooms.

#19
So I've been working six years on the same game, and in the last year I've recently switched to the newest version. While most of the game is already scripted properly, I'm having some trouble cleaning up the first few rooms which were created way back in v2.7 or so. 

While I can easily rewrite the display messages, I'm hitting a huge problem with being unable to turn off the music I originally loaded into the starting room. Is there a way to get into the CRM's code and remove the script for it, or should I just rebuild these rooms from scratch?
#20
They do play against music, but that hasn't stopped other sound effects from playing before. And I've been taking care to render them all in OGG at 105 kbps.
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