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1  IA Public Forums / Off Topic Chat / Re: Lucasfilms sold to disney on: November 28, 2012, 11:23:31 PM
I'd hate to see a great family fantasy story turn into a dark, unrelated drama...

Did someone say TSL?  Wink
2  IA News / Latest News / Re: Infamous Adventures - One Door Closes... on: August 04, 2012, 08:49:35 PM

P.S. Please release Quest for Infamy on disc so I can own a physical copy when y'all start selling it. I screw up my computer all the time and lose all the data fixing it so I don't buy any digital games.

You obviously haven't been following the kickstarter TOO closely, have you?  Wink  IQ are offering physical copies for the Kickstarter backers who pledged more than the base amount, and they should still be available if you pledge in the near future via Paypal.  Blackthorne or Klytos should confirm that, but like I said, I'm pretty sure you can still get one.
3  IA News / Latest News / Re: Infamous Adventures - One Door Closes... on: August 04, 2012, 05:53:28 AM
 Cool

4  IA News / Latest News / Re: Quest For Infamy - Kickstarter Final Week on: July 03, 2012, 07:41:35 PM
Even though I can't really afford it, I will probably bump up my pledge in the next few days. I love you guys that much.  Big Grin

Also I believe you will create a fantastic game.


We sure do appreciate it, man!  Thanks for being a loyal regular!
5  IA Public Forums / Off Topic Chat / Re: Vivendi selling off its shares in ActiVision for $8.1 billion on: July 02, 2012, 09:07:55 AM
Interesting stuff.  I think a crash could be good for the industry, at least for consumers who love great, creative games.  Slash and burn the old stuff and bring on the new!
6  IA Public Forums / King's Quest III Discussion / Re: DOPE game on: July 01, 2012, 08:03:26 AM
SQ2 - Just adding some interactions to the mines which were missing, bit of improvement to the way the mines work. I don't think there was anything major.

Yeah, that was pretty much it--I think we also had a few ideas for some additional closeups and slightly fleshed out cutscenes, but those were never really fully planned out.
7  IA News / Development Diaries / Re: Quest for Infamy on: June 24, 2012, 03:33:25 PM
I would totally play a Dead Ends Quest.  Every wrong move would result in putting the game in an unwinnable state with no warnings whatsoever.  And when you did finally complete the game, there would be no end credits, the gameplay would continue--you just wouldn't be able to do anything else new.  I touch myself at night thinking about a game like that.
8  IA News / Development Diaries / Re: Quest for Infamy on: June 21, 2012, 08:43:48 AM
I play 320x200 games at full screen all the time (letterboxed for my widescreen monitor, of course.)  Those chunky pixels give me a hard on.   Evil Laugh

In all seriousness, I can't possibly understand what appeal 640x400 or 640x480 resolution would have over 320x200.  It's still a dreadfully low resolution by contemporary HD standards.  Sounds to me just like complaining for the sake of it.
9  IA News / Development Diaries / Re: Quest for Infamy on: June 19, 2012, 03:08:46 PM

There is no such thing as drawing something specifically for 320x240 that wouldn't equally well work in 640x480 with the exact same amount of work - that is still way lower a resolution than one actually draws with, unless you're doing pointillism and placing R,G,B pixels by hand (which you're not). In this day and age, artificially restricting to 320x240 something that should exist in original in much superior resolution anyway is just not acceptable (for me). I'm happy to play a vintage game like that, but only because that's what they had to work with back then. Today, nobody has that excuse. Even 640x480 is unjustifiably lo-fi, but it's at least a bare minimum for recognizable images. Anything below that might as well be an 8x8 pixel sprite and call it a day. Which is why I cannot in good faith support you guys on Kickstarter (not that you'd need it anyway) as much as I'd like to. This is all I had to say. Good luck, and make of this what you will...

Wow.  hahaha....

Well, that's fine--supporting us or not is your choice.

But the depth of your ignorance as to what it actually takes to create the art of these games is staggering.  I'll just leave it at that.
10  IA News / Development Diaries / Re: Quest for Infamy on: June 19, 2012, 09:15:47 AM
I think the game will melt people where they stand once they play it, that's just me though.

Ha!  Rock on.
11  IA News / Development Diaries / Re: Quest for Infamy on: June 18, 2012, 09:30:37 AM
I can't speak for Corrigan (our character portrait artist for this game), but it is worth noting that all resources are subject to change for the final version.  Touching up the character portraits via pixel editing is something that could be a possibility.  The most important thing to keep in mind though about graphics for a game like this, or any game, is consistency.  As long as the style is consistent, the rest can often be chalked up to creative choices.  Wink
12  IA News / Development Diaries / Re: Quest for Infamy on: June 18, 2012, 05:49:24 AM
Regarding the fact that this is a commercial product - with potential for mobile platform support if the AGS dev's complete this, are you considering doing the game graphics at a higher resolution (640x480?). I do really feel that the nostalgic value of 320x240 is mostly dead and barely sellable commercially - probably why Himalayas upgraded the resolution.

For this game?  No, 320x240 is the way we're going.  But it may be a possibility for future projects.
13  IA News / Latest News / Re: QUEST FOR INFAMY on: June 17, 2012, 08:51:37 PM
Um...funded.   Thumbs up!
14  IA News / Latest News / Re: QUEST FOR INFAMY KICKSTARTER NOW LIVE on: June 06, 2012, 03:13:24 PM
Support the shit out of this project!  NOW!  Wink

Seriously though, at least give the demo a playthrough--it's awesome!
15  IA News / Latest News / Re: QUEST FOR INFAMY on: June 03, 2012, 12:13:05 PM
As far as I know, outside of the obvious Quest For Glory inspiration, the land, characters, and lore are entirely original.
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