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Kripto

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Everything posted by Kripto

  1. Fight that inner child! You can do it! The joke zoomed right over your head Thank God you were here to point out the complicated double meaning. How did I not get the 'joke'? E.T. haters think E.T. is the pits and that the whole game is all about the 'pits' (wells). If they could fight that inner child and read the instructions, they'd learn that E.T. is the power zones, not the 'pits' and that E.T. is not the pits. E.T. was meant to be a mass market game, not a space shuttle simulator or TSR RPG. Reading the manual should have added to one's enjoyment but not have been needed to get even the slightest pleasure from it. Besides, cartridge trading/loaning was rampant when I was a kid, and you NEVER got or gave manuals. As for those saying that the steaming turd sandwich called SwordQuest was better- I hear there are plenty of available apartments in Crazy Town, and this far-out belief you hold is more than enough to secure you a permanent spot.
  2. Just thought I'd blab-out my opinion in this thread- E.T is indeed far from being the best game ever, but saying it's worse than SwordQuest is truly crazy talk. I would say the E.T. is better than 2600 Pac-Man, which also sucks, and sucks "for real". The problem I have with E.T. is not conceptual, as that the abstract idea of pits doesn't, in itself suck, but that the game lacks immediate appeal. I still remember my first time playing E.T. as a child. I moved E.T. around with no goal being obvious, and then fell into a pit, pulled myself out, shortly followed by my falling into another pit. At this point I thought, Hey, this game sucks. Let's play MegaMania... Historical revision talk- To be commercially and somewhat more critically well received, I would say- Get rid of the pits and replace them with more forest screens and building interiors (simple boxes with columns, different colors for those in different buildings). Keep the goal of E.T. having to collect the phone pieces, randomly placed throughout the various screens, but make the primary game mechanic the avoidance of the various authority figures, inside and outside of structures.
  3. Have you seen his game? Trust me.. a freakin first gen Touch could play it. Yeah, I had a look and you're totally right... That is a nice, smooth 2D engine (even if game play is too zoomed in for my taste, and it is a total ripoff of Time Pilot...). Damn it though, I was hoping for some 3D goodness.
  4. The reason he's going to iPhone is because there's money to be made from QUALITY games. Revenue sharing is quite generous on Apple's part as well being that he will make seventy percent of all income from all sales on iPhone and Touch, not even taking into account possible sales on the upcoming tablet which is rumored to be compatible.
  5. It'll be very interesting to see what he cooks up and how he prices his games. I predict compatibility only with iPhone 3GS and above!
  6. If they can get some devs to write support for this into their apps it will take off. I would support it if/when it became commercially available.
  7. Check out NOVA. It just got released and is getting very positive reviews. Some say it's HALO for the iPhone. It certainly looks like it...
  8. The general tactic on the iPhone seems to be that everything is coded to the 3G with special features activated if 3GS hardware is detected (This is what I'm doing), although a handful of exclusive 3GS/iPod Touch 3G games are on the market. In theory, these games are hidden from 3G users when browsing the App Store.. Android promises to be far more Wild West-like in that developers won't have any idea what kind of machine their game will be running on. It's very much like compatibility testing on the PC platform from what I've been told.
  9. If I had this as a kid, it would have been glued to my hands.
  10. Very interesting idea but the graphics look a bit "jerky". Sadly, one of the major issues with the Android platform for gaming is the lack of standardized graphics hardware, making it very difficult to optimize a game while also adding to development time.
  11. Toucharcade has the best forums and reviews that I've seen.
  12. I haven't played that one yet. I recall a period around when the snes was at its' height that game companies bragged about having the biggest sprites, particularly on the Neo-Geo. I have nothing against massive characters per say, but gameplay should always be a designer's first concern.
  13. So who made these copies of Maya and MudBox that I use on my Mac workstation everyday? Maybe you should get a clue before you mouth off about something you have zero knowledge of.
  14. I agree with all of the above and can also tell you one thing that's wrong with many of the platformers on the snes platform- They're too damn zoomed in. They must have thought that having the biggest sprites around was what players wanted so don't be surprised when you can't see more than five feet in ether direction around your character. Didn't anyone playtest these? BTW- The snes games from Disney are actually surprisingly playable. Apparently the mouse has decent programmers and some quality control...
  15. Kripto

    Mythicon

    I grew up in the New York area and Mythicon was around for sure. Cheap, but bad...
  16. 3D in general is not too easy in the beginning, but once you understand what it is about, any program should be learnable in acceptable time. I just started about one year ago with Lightwave 3D which was very hard in the beginning. But when I started 3DS Max 6 months ago it was just learning where the tools are hidden here (but honestly: for modelling 3DS Max is a mess, I still prefer Lightwave). Thanks for sharing. I try to work it over and make a LW 3D (*.lwo) object of it. Am I allowed to share that one here too? Send me a message and a render when you're done and I'll incorporate it into the main distribution package. If you're interested in being credited for your work in the package's ReadMe, include your name/email as well.
  17. Once you get over the considerable learning curve, it's one of the most professional-friendly software packages around. Ever single aspect of the user interface can be re-programmed / customized/automated using in-app scripting or user-written plug-ins. The speed and effeciency of operation once learned puts it far above all of the other 3D packages I've tried.
  18. The Atari 800 model is now available for download HERE Enjoy!
  19. As for the model I created, I'll be hosting it on my own site and should have a link to it up here sometime tomorrow.
  20. In Ye Olde WipeOut XL, I had always suspected that the computer was giving weapons to enemy craft when it felt they needed them, but yesterday I actually witnessed a competitor drop mines while his shield was up, which is impossible for us lowly human players to do. The game is still fun, but now I know the truth...
  21. She should've used a bat or just kept picking it up and throwing it onto the pavement. A pathetic attempt at 360 destruction. My guess is that it had already died out of warranty or was one of the XBoxes MS banned from online on Halloween.
  22. I'll be distributing it somehow. First I have to package it in a decent format with texture maps, probably .OBJ or FBX as that it's not a single mesh and has two maps. Is there any Atari-Themed site which could host it and maybe other models that this thread might generate? Unfortunately, I won't be able to provide a 1200 model, at least not soon, as that I have other projects which are approaching deadline and demand my full attention.
  23. Thanks. It took around three hours throughout the day. It would have been much faster but I couldn't find a straight black and white image of the keys, so I had to make up that graphic myself. I also don't have a real 800 present so I had to rely on the loose patent drawings and Internet pics, many of which are from about the same angle.
  24. Well I finally got some time to work on an Atari 800 model and have attached some renders and a screen capture of the model in my modeling app. I'm thinking about making a 5200 with peripherals next.
  25. I couldn't find any models for download there but there are examples of his final renders which contain models of various Atari hardware. Very nice work.
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