Did any of you guys ever played Gorilla.bas? It was pretty good.
The best part about that game for me was looking through the code and seeing what did what. It was what started my interesting in coding, played around with QuickBASIC a lot after that. Was also a book which got you to make BASIC programs while reading it. Can't remember what it was called though. Think it had Million Dollars in there somewhere but I could be completely wrong.
Also, does anyone have a copy of Erotica Island 2? I have the first one somewhere and mildly enjoyed some of it, mainly the fact it was an adventure game rather than every girl looking pretty much the same or the humour that only a 12yo boy would snigger at.
Me and my sister had tons of fun playing Goof Troop on the SNES growing up. Back when disney games were awesome. It's a fantastic co-op game, which I guess could be seen as a bit similair to zelda. Only with levels instead of dungeons.
Me and my sister had tons of fun playing Goof Troop on the SNES growing up. Back when disney games were awesome. It's a fantastic co-op game, which I guess could be seen as a bit similair to zelda. Only with levels instead of dungeons.
The game upon which all of Resident Evil is based.
I've been playing Kudos Rock Legend and Euro Truck Simulator for the past few days. I'm sorry to say that both are extremely limited in gameplay possibilities and are immensely predictable.
KRL has a most unrealistic songwriting feature that requires a unique theme to each part of a song. These songs all have the same structure. The main character you play is always the vocalist and can't double for another role. You can only have one guitarist. The list goes on. The CDs you can buy for inspiration will only unlock 1 theme each and there is only 1 CD per genre. The same goes for watching other bands at gigs. Nobody like potential managers or band bookers approach you. There's a glitch where sometimes if you have bought items higher than eg. grade 1 and subsequently sold your grade 1 stuff, the band members complain that they don't have an item of that type at all.
ETS has a small (<4) cities per country to visit, they all look the same, you aren't reminded if you forgot to pick up the trailer for your current job, the trucks all look and sound similar. There are no NPCs, campaign storylines, special challenges, nothing.
All that said, I would welcome a worthwhile expansion pack or sequel to either if most of these issues were fixed.
^ Ugh, yes. Kudos RL is infuriating because it could have been so amazing. At least it's not as incredibly depressing as the first Kudos. (something about the way it presents life is just unbearable to me)
^ Ugh, yes. Kudos RL is infuriating because it could have been so amazing. At least it's not as incredibly depressing as the first Kudos. (something about the way it presents life is just unbearable to me)
I think technically if Kudos can (very poorly) emulate The Sims without copyright issues, then another company (Ubisoft?) can take the good ideas out of KRL and make a great game out of it that lives up to the potential the original had.
I've been thinking for a while now about making a music festival game in Game Maker (not the most ideal game engine to use because it's not suited to simulator games but it's cheap) where you act as CFO and band booker (and initially COO until you hold big enough events to warrant hiring someone to do that for you). Most of the year, you see a home screen interface much like KRL and have weekly/monthly magazines to read, get fliers sent in, emails and calls from agents, etc. throughout the year, hire sites, watch gigs, receive bulletins about signings to other festivals and arena tours and negotiate deals with bands and land owners, as well as approach bands personally, do ticket launch, dates, etc and read feedback from fans. Then at the event/s you run, you have a map of the venue that has stuff happening that changes every 15 minutes (3 seconds of playing time) while the bands are on. Popup events occur, eg. band failing to turn up, riots breaking out, a guest band you can talk to backstage, that kind of thing, where you can choose a decision from a list, each having a different outcome, with probabilities of success based on certain variables.
Actually, thinking about it, it can't be terribly hard to remake KRL in Game Maker and implement features that should have been there from the beginning/expanded (it is possible to expand anyway by editting the text strings in the resource files).
Kudos 2 doesn't even WORK on my laptop, so I won't ever know if it ever improved on the original games.
The original games were pretty decent, but very limited.
At least with Game Maker, scripts and DLLs make games pretty flexible.
(Though it still is god aweful at anything 3D related...)
Wtf how can it not work? If the game is as mediocre as online reviews and its wiki page suggest, I'm surprised it can't run on W98SE systems with 4MB graphics cards with no GPU. It's basically an oversimplified Sims 1.
I've still to learn how DLLs can be used. I can do simple paths like move enemies and write scripts like a hits_left decrimenting counter for a level boss or portalkeepers.
My main problem that lacks my motivation is I'm rubbish with graphics and sound production. If someone were to collaborate with me on that score, we both had a clear idea for the game and could agree on everything, I'm sure I could produce things.
Last night I started work on expanding KRL from my knowledge of music and what I like (not quite interchangeable), using the csv resource files and adding some more sounds. I did do lists of bands, traits and ability-improving lessons but in order to avoid something beginning with 'copy' and ending in 'ment', I had to snapshot the lists as images and sadly, I cannot upload to Photobucket from work.
So I shall do this when I get online at home tonight (British Time) to narrow down the interest to those that will actually enjoy the improvements. I shall provide the csvs and mp3s (the game uses ogg but I'll use mp3s if it will let me) when I'm done but downloaders must have the music featured already in their collection or I'm providing them with fr33 music (which I'm not personally against but I don't want my arse su'd).
How long I take on this project will depend on my free time, bugs I encounter and how long it'll take me to take snippets from my music collection. Get ready to rock!
I've also decided to change sax for guitar in every way I can, to swap the medium and hard parts in practice/musicianship to fit what else I'm adding (I may even plug my own guitar in for this!). I'm also adding/changing items for sale for things like backdrop, props, etc..
It also turns out that mp3 support is not available in-game, so I'll find a way to chop mp3s and convert them to Ogg Vorbis. Everything else, bar debugging, is pretty simple. The game will be so rich in new material that testing will be a joy rather than a chore!
Comments
The best part about that game for me was looking through the code and seeing what did what. It was what started my interesting in coding, played around with QuickBASIC a lot after that. Was also a book which got you to make BASIC programs while reading it. Can't remember what it was called though. Think it had Million Dollars in there somewhere but I could be completely wrong.
I remember me and my friend at school had loads of fun, going to that site and adding to the sillyness.
...
Oh, not you, too!!!
stupid games making you learn stuff. Bah.
The only game I remember owning on my Macintosh Quadra 640(?)
or dis:
Absolutely love old games. Was half considering rebuying all my old consoles, but am settling waiting for a handheld emulator.
I love Claymates
I didn't buy it (and an SNES) until very recently, but I played it a lot with my friend when I was 6 or so.
The game upon which all of Resident Evil is based.
KRL has a most unrealistic songwriting feature that requires a unique theme to each part of a song. These songs all have the same structure. The main character you play is always the vocalist and can't double for another role. You can only have one guitarist. The list goes on. The CDs you can buy for inspiration will only unlock 1 theme each and there is only 1 CD per genre. The same goes for watching other bands at gigs. Nobody like potential managers or band bookers approach you. There's a glitch where sometimes if you have bought items higher than eg. grade 1 and subsequently sold your grade 1 stuff, the band members complain that they don't have an item of that type at all.
ETS has a small (<4) cities per country to visit, they all look the same, you aren't reminded if you forgot to pick up the trailer for your current job, the trucks all look and sound similar. There are no NPCs, campaign storylines, special challenges, nothing.
All that said, I would welcome a worthwhile expansion pack or sequel to either if most of these issues were fixed.
It actually was a really fun game.
I think technically if Kudos can (very poorly) emulate The Sims without copyright issues, then another company (Ubisoft?) can take the good ideas out of KRL and make a great game out of it that lives up to the potential the original had.
I've been thinking for a while now about making a music festival game in Game Maker (not the most ideal game engine to use because it's not suited to simulator games but it's cheap) where you act as CFO and band booker (and initially COO until you hold big enough events to warrant hiring someone to do that for you). Most of the year, you see a home screen interface much like KRL and have weekly/monthly magazines to read, get fliers sent in, emails and calls from agents, etc. throughout the year, hire sites, watch gigs, receive bulletins about signings to other festivals and arena tours and negotiate deals with bands and land owners, as well as approach bands personally, do ticket launch, dates, etc and read feedback from fans. Then at the event/s you run, you have a map of the venue that has stuff happening that changes every 15 minutes (3 seconds of playing time) while the bands are on. Popup events occur, eg. band failing to turn up, riots breaking out, a guest band you can talk to backstage, that kind of thing, where you can choose a decision from a list, each having a different outcome, with probabilities of success based on certain variables.
Actually, thinking about it, it can't be terribly hard to remake KRL in Game Maker and implement features that should have been there from the beginning/expanded (it is possible to expand anyway by editting the text strings in the resource files).
The original games were pretty decent, but very limited.
At least with Game Maker, scripts and DLLs make games pretty flexible.
(Though it still is god aweful at anything 3D related...)
Wtf how can it not work? If the game is as mediocre as online reviews and its wiki page suggest, I'm surprised it can't run on W98SE systems with 4MB graphics cards with no GPU. It's basically an oversimplified Sims 1.
I've still to learn how DLLs can be used. I can do simple paths like move enemies and write scripts like a hits_left decrimenting counter for a level boss or portalkeepers.
My main problem that lacks my motivation is I'm rubbish with graphics and sound production. If someone were to collaborate with me on that score, we both had a clear idea for the game and could agree on everything, I'm sure I could produce things.
So I shall do this when I get online at home tonight (British Time) to narrow down the interest to those that will actually enjoy the improvements. I shall provide the csvs and mp3s (the game uses ogg but I'll use mp3s if it will let me) when I'm done but downloaders must have the music featured already in their collection or I'm providing them with fr33 music (which I'm not personally against but I don't want my arse su'd).
How long I take on this project will depend on my free time, bugs I encounter and how long it'll take me to take snippets from my music collection. Get ready to rock!
http://i287.photobucket.com/albums/l...986/Traits.jpg
http://i287.photobucket.com/albums/l...1986/Bands.jpg
I've also decided to change sax for guitar in every way I can, to swap the medium and hard parts in practice/musicianship to fit what else I'm adding (I may even plug my own guitar in for this!). I'm also adding/changing items for sale for things like backdrop, props, etc..
It also turns out that mp3 support is not available in-game, so I'll find a way to chop mp3s and convert them to Ogg Vorbis. Everything else, bar debugging, is pretty simple. The game will be so rich in new material that testing will be a joy rather than a chore!