LBCBR

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Jodo Kast
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LBCBR

#1 Post by Jodo Kast » Fri Nov 07, 2003 10:59 am

Welcome to the Laura Bow: The Colonel's Bequest thread! The game name might change in the future. Anything in the game might change due to copyright.<br><br>Remake specs: 640x400x16bit. Music needs an upgrade, new sound effects. Story will be the same but with some added filler to explain/hint at who the antagonist could be.<br><br>How to contribute: Post here if you want to submit backgrounds at 640x400, based on the original Sierra game! Each room can have a different artistic effect to convey emotions of the inhabitant(s). For instance, the graveyard could be detailed 3-D with oil-painted scanned drawings. The key is to follow the 3-D of each CB room: vanishing point and horizon -- the rest can be moved around. Spiral staircases can replace AGI-styled ‘jaggedcases' for instance. (get some webspace and post em here)<br><br>Background: I've completed many projects for money because this is what I do. This project is dedicated to my wife of course. My goal is to turn my experience with multimedia into a game that I would have enjoyed playing, the fans enjoy, based on the cool atmosphere of New Orleans in CB. The original is unplayable so I feel compelled.<br><br>Help us get done faster! Music, sfx, video, animations wanted.<br><br>Jodo Kast<br> <p></p><i>Edited by: <A HREF=http://pub57.ezboard.com/broyalquestfor ... orums>Jodo Kast</A> at: 12/11/03 4:12 am<br></i>

Zeus
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Re: Introduction to LB:TCB

#2 Post by Zeus » Fri Nov 07, 2003 7:45 pm

any link to show us your past work ?<br>and in what section you were involved please <p></p><i></i>

Erpy
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Re: Introduction to LB:TCB

#3 Post by Erpy » Fri Nov 07, 2003 8:27 pm

What was so unplayable about the original, btw?<br><br><!--EZCODE IMAGE START--><img src="http://httpd.chello.nl/c.vanempel/Nashb ... <!--EZCODE IMAGE END--> <p></p><i></i>

Jodo Kast
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Re: Introduction to LB:TCB

#4 Post by Jodo Kast » Fri Nov 07, 2003 10:41 pm

Erpy,<br><br>The graphics and sound are terrible on the original. It would be best to make this game on CD of course, but 640x400 is OK.<br><br>This post is about the game my wife and I are creating. I am looking at completing 95% of it myself, but I was wondering if anyone wanted to help. Post your work here. Just like any job, you could see my irrelevant, non-related portfolio of projects, but this is why I'm making a game. It's a chance of a lifetime thanks to Chris Jones.<br><br>So if you want -- I can give you some references to check out. ICQ Kwyjibo with the 75th Airborne Division www.75thairborne.com and ask him if Jodo Kast would be cool to lead this remake project.<br><br>If you contribute 1 background you'll be in the credits. Post here before working on animations. Inventory items need to be drawn. I take care of the text and programming. Anything you can do is appreciated!!<br><br><!--EZCODE IMAGE START--><img src="http://www.rev6.com/car3.png" style="border:0;"/><!--EZCODE IMAGE END--> <p></p><i></i>

Jodo Kast
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Re: Introduction to LB:TCB

#5 Post by Jodo Kast » Fri Nov 07, 2003 10:49 pm

adventurer76,<br><br>I could make the game in Flash but imagine the Actionscript nightmare. AGS allows anyone to make a game. My experience comes from 5+ CDs produced with Autoplay Menu Studio (video, music, navigation etc), countless Flash 5 and MX SWFs, etc etc.<br><br>Let me know if you are working on a project and have any suggestions. The Screenplay idea is good... instead of making sketches of the characters, I'm using the original graphics as 'sketches' and working off that.<br><br>Anyhelp with parameters would be useful. Dimensions for items in inventory, talking characters, limitations would be helpful too!!<br><br>Jodo Kast<br> <p></p><i></i>

Zeus
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nice idea but . . .

#6 Post by Zeus » Sat Nov 08, 2003 5:26 am

About the backgrounds: As long as you can find 4-5 background artists who are serious with it, i am willing to contribute with 8 backgrounds. I have little free time generally speaking but creating 8 backgrounds is a feasible target for me. We will discuss the details at a later stage.If they contribute 8 backgrounds each one, we could gather 50 backgrounds total.CB has 70 backgrounds.50 are good for a good start! A primal target could be 20 backgrounds for creating a demo of the house .That is 3 backgrounds work for each of us.<br><br>What do u think Lucasfan/Muzlack/Aurora noir ?Are you in ? I think that if we collaborate , we could do a big part with little effort, and without problems in communication( we only draw backgrounds, there is no need to change plot etc)<br>Jodo communicate with these people.<br>But i have to say that graphics will not be homogenous, because each of us has a different style. But that could be solved in this way : by assigning specific objects to specific artists.wooden constructions to artist1, trees and grass to artist 2, walls to artist3, etc . .something like that...And then copying and pasting objects would create the final result.<br>Actually this is the idea that Lucasfan had suggested in the past.<br><br><br>First of all we have to make some points clear :<br>Colonels bequest is not an ordinary game. You must have noted EVERY dialog scene and the corresponding time that happens. You must have noted the events and places that trigger the change in time.<br>Text is huge in this game. You have to be sure that you can rip the text with sci studio and copy and paste it.<br>But it requires a lot of effort.<br>Then you said about programming : have you studied AGS scripting language ?<br><br>Finally you have to do something with animations.<br>If things are difficult you could rip and use the original<br>animations as a first stage. Then , if scripting, text and backgrounds are complete someone could enhance the already well designed sprites (anti aliasing, more colors).<br>And let's forget about music and SFX for the time beeing.<br><br><br><br><br><br> <p></p><i>Edited by: <A HREF=http://pub57.ezboard.com/broyalquestfor ... turer76</A> at: 11/8/03 1:54 am<br></i>

Jodo Kast
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Re: nice idea but . . .

#7 Post by Jodo Kast » Sat Nov 08, 2003 8:28 am

adventurer76,<br><br>The graphics are cool because like you said they can be completed by different people. You know how some rooms of Sierra games looked totally different than others? I want this project to have the same variety.<br><br>Anon#1 and Anon#2 and the wookie and Erpy have showed a lot of guts to release games that equal Kings Quest V. Kings Quest V is a great benchmark, it's got voices but it's reaaal easy. It's just so much fun to play through KQV... <br><br>BTW: I think CB would move the clock forward after accomplishing certain tasks. So if we have a task array, you can complete "1 of 4" then "4 of 4" then somehow you do "2 of 4" twice because of a bug but finally you do "3 of 4" and your array is complete and the clock strikes... <br><br>My ICQ # is 1482147 if you want to discuss "CBR (Colonel's Bequest Remake)". I've completed SQ1-5, KQ1-7, LSL1-...4.<br><br>Also Police Quest was fun, Iceman was OK. Colonel's Bequest should be the most fun for graphics because... (we might be able to use some New Orleans graphics from Gabriel Knight... MUHAHAHA... someone look into this.)<br><br>Thanks adventurer76<br><br><!--EZCODE IMAGE START--><img src="http://www.rev6.com/car3.png" style="border:0;"/><!--EZCODE IMAGE END--> <p></p><i></i>

Jodo Kast
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Re: nice idea but . . .

#8 Post by Jodo Kast » Sat Nov 08, 2003 10:27 am

Let's hope the IDSA is cool with this project... <p></p><i></i>

Jodo Kast
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UPDATE 08/11/2003

#9 Post by Jodo Kast » Sat Nov 08, 2003 12:35 pm

*New Stuff<br><br>ARTISTS/ANIMATORS<br>Ok, let's get started. Here's a site with a of the original CB characters (different views and each animation frame). Click on Colonel's Bequest:<br><!--EZCODE AUTOLINK START--><a href="http://www.juncmodule.com/juncSource.ht ... <!--EZCODE AUTOLINK END--> Character Animations<br><br><br>PROGRAMMERS:<br>Besides Adventure Game Studio (AGS), we should save time and make us of the public domain plugins at (so get them now):<br><!--EZCODE AUTOLINK START--><a href="http://www.agsforums.com/games.php?cate ... <!--EZCODE AUTOLINK END--> <br><br>Programming is going to be fun because we can include our own Easter Eggs. Here is a page with existing Easter Eggs we need to include:<br><!--EZCODE AUTOLINK START--><a href="http://www.geocities.com/jean_matthews/ ... <!--EZCODE AUTOLINK END--> Easter Eggs<br><br>Take a look at the items in the game. And consider each programming challenge. ALSO consider dropping the item on the floor in a room. Should we have a 15x15 placement grid for items dropped on the floor (that are saved when you exit)? This was done in Hand of Fate with the blueberries (they would only drop in certain locations of the floor)<br><!--EZCODE AUTOLINK START--><a href="http://faqs.ign.com/articles/378/378432 ... <!--EZCODE AUTOLINK END--> Items FAQ on all Items!<br><br>*Ok, now we add the Items to the 'ScreenPlay'. In our skip-to-the-makin' way of doing things, let's credit the author of this faq, and mine it for useful information. Everyone will get credit who participates. FAQ link is only at gamefaqs thanks to Matt McGraph for being so thorough in his study of the game:<br><!--EZCODE AUTOLINK START--><a href="http://www.gamefaqs.com/computer/doswin ... <!--EZCODE AUTOLINK END--> (click the 61k v1.0 link)<br><br>MUSICIANS/SFX:<br>Master Ken Allen wrote the music. Can we use it? Should we dare? I say we do for now and include the Quest Studio and Sierra On-line Copyright info. Tom L. is a champ and has provided this website with music in various formats. We need General Midi (for SB16 emu):<br><!--EZCODE AUTOLINK START--><a href="http://queststudios.com/quest/cb.html"> ... <!--EZCODE AUTOLINK END--><br><br><br>REMAKE EXECUTIVE TEAM:<br>Read this website and make suggestions on additions to the storyline giving us characters we care about and feel a loss when they get picked off, one by one:<br><!--EZCODE AUTOLINK START--><a href="http://faqs.ign.com/articles/378/378431 ... <!--EZCODE AUTOLINK END--> <br><br>We should have an AGS forums liaison, so sign up here:<br><!--EZCODE AUTOLINK START--><a href="http://www.agsforums.com/yabb/index.php ... <!--EZCODE AUTOLINK END--> <br><br>Our only possible opposition could come from this group of people that protect the games that are still being sold. CB is being sold at Ebay in the Laura Bow Collection. Does it hamper our project? Visit this site:<br><!--EZCODE AUTOLINK START--><a href="http://www.theesa.com/">www.theesa.com/</a><!--EZCODE AUTOLINK END--><br> <br>*No. It is not scary. We are porting the game to a different system so it's fine as long as we don't sell it commercially. Remember... Port the game, Different than the original, Not for Sale or Rent. Master Control Program is printing a priority 1 copy of this thread.<br><br>Final request for anyone who wants to participate. Anyone know what this game 'is'. The meaning of 'is' is this: Mystery House II. Colonel's Bequest is Mystery House II. I think it was Ken or Roberta Williams that said CB was also like Clue. In general, this might be the project they watch closely. It might be their 'special child'. <!--EZCODE EMOTICON START :D --><img src=http://www.ezboard.com/intl/aenglish/im ... /happy.gif ALT=":D"><!--EZCODE EMOTICON END--> Let's not let them down.<br><br><br>------------------------------------------------------<br>Get these programs and accessories if you don't already have them:<br><!--EZCODE AUTOLINK START--><a href="http://agisci.cjb.net/">agisci.cjb.net/</a><!--EZCODE AUTOLINK END--> SCIStudio (rip)<br><!--EZCODE AUTOLINK START--><a href="http://www.adventuregamestudio.co.uk/"> ... <!--EZCODE AUTOLINK END--> Adventure Game Studio (make)<br><br> <p></p><i>Edited by: <A HREF=http://pub57.ezboard.com/broyalquestfor ... orums>Jodo Kast</A> at: 11/8/03 8:21 am<br></i>

Jodo Kast
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Watching people die.

#10 Post by Jodo Kast » Sat Nov 08, 2003 2:26 pm

I think the funniest thing in Clue is when the movie ends... and then it tells us "This is what could have happened." You know the part.<br><br>They show a brief recap of what happened -- stab, bang, choke, lights go out, bang, bang, lights come back on, the door bell rings, bang.<br><br>We should add that to the end. This way the 'Ending' could treat the player to a 10 min ending. This game could use 2 more good endings. <br><br>Feel free to post your alternate endings here!! <p></p><i></i>

Zeus
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...

#11 Post by Zeus » Sat Nov 08, 2003 9:09 pm

maybe the only modification laura bow 1 would need is to extinguish the probability of loosing scenes. So make clock change only if the player is in the right place to watch the event. <br><br>But i would suggest - just my opinion - not to start announce anything yet. Make sure yourself first that you found all the people you need first.<br>One thing that would increase motivation from other people to help in this project would be that :<br>create a demo of the second floor of the house in AGS!<br>no need to create new graphics and animations. Just rip the ones with sci studio. Experiment yourself if you are willing to do the scripting of the game and the text insertion. Believe me it requires a huge amount of work.<br>Release the demo in AGS forums and ask for participants. Consider ME in ,only if you find other people to contribute too, because i will not be able to draw 70 backgrounds (i have a lot of work this time period).But i will be happy to draw 8-10 backgrounds if i see that the project has future.<br><br>SCI studio ripping works now for me. A resource was missing , that's why i could not open it. I saw the rips from the web page, and are incomplete. That is no problem of course thanks to sci studio.<br><br>colonel's bequest and gold rush were some of my favourite games which need an update.Black cauldron could provide a good optical result in VGA, because it had some slick backgrounds as well.<br><br><br><br><br><br><br><br> <p></p><i></i>

Jodo Kast
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Import?

#12 Post by Jodo Kast » Sat Nov 08, 2003 10:56 pm

Hopefully somebody will post work they OK for this game, but for now I am proceeding with the project myself. <br><br>DOSBox allows games to be rendered -- like Eaglevision with SNES Emulation -- and I found screenshots that were automatically scaled graphics of 'Hero's Quest' QFG1.<br><br>SO... Maybe I can use SCI Studio to rip out the graphics, scale everything up and reimport it. If that works we can update the graphics ONLY. That would be perfect. And then import new music. Before we reimport it, we would have to resize the rooms to 640x400.<br><br>But can we edit the masks for each room for the characters? I'll do more testing... <br><br><!--EZCODE IMAGE START--><img src="http://www.rev6.com/car3.png" style="border:0;"/><!--EZCODE IMAGE END--><br><br> <p></p><i></i>

Zeus
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Re: Import?

#13 Post by Zeus » Sat Nov 08, 2003 11:55 pm

of course scaling up the rooms up to 640x400 will work. you cannot do otherwise. Just open the picture with your painting program and change image size to 640x400. It may become blurry because of interpolation but it does not matter.<br>Besides this would be a temporary solution, for demo purposes.And if it is too blurry (i do not think so) apply an unsharp mask filter.<br>Create masks from the beggining it is not so time consuming(i assume you mean hotspots and walkable areas)<br>Concentrate on scripting in this phase,learn AGS (i remember you had told us that you found AGS difficult in a previous post under the name 2slow4you IIRC) and if you come back with an impressive demo, you will find more people than you would imagine to cooperate.<br>Oh and something else: do not bother to create a GUI from scratch at this stage. Use the default. I will send you a GUI later where you can modify it to suit the CB style.<br>If i were you i would also forget about the : introduction, SFX, music, and would create a demo starting from the lillian and laura room.<br><br>just to increase your appetite, have a look in this rough<br>character done in 10 minutes:<br><br><!--EZCODE AUTOLINK START--><a href="http://www.telecom.ece.ntua.gr/~faidon/ ... <!--EZCODE AUTOLINK END--> <p></p><i>Edited by: <A HREF=http://pub57.ezboard.com/broyalquestfor ... turer76</A> at: 11/8/03 6:04 pm<br></i>

Jodo Kast
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Re: Import?

#14 Post by Jodo Kast » Sun Nov 09, 2003 12:41 am

Can that be recompiled into the SCI Studio and played?<br><br>Just import it to the right spot! BTW, maybe to make it easier, we should stick to the same resolution and just increase the colors to 256. Then it would look like the other games.<br><br>Your PNG looks perfect tho for high-rez for now and we can go back and add more later. <p></p><i></i>

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Re: Import?

#15 Post by Zeus » Sun Nov 09, 2003 1:30 am

i cannot guarantee about the results :<br>1)SCI studio will decrease color depth from 24 bit to 4 bit<br>2)The resolution of the character is double of the original<br>so it must be scaled down.<br><br>These 2 factors are enough to produce an extremely ugly<br>laura. A truck driver then , would be more chiq than our<br>beloved laura<br><!--EZCODE EMOTICON START :D --><img src=http://www.ezboard.com/intl/aenglish/im ... /happy.gif ALT=":D"><!--EZCODE EMOTICON END--> <br><br>But if you import it to AGS . . <!--EZCODE EMOTICON START ;) --><img src=http://www.ezboard.com/intl/aenglish/im ... s/wink.gif ALT=";)"><!--EZCODE EMOTICON END--> all will be fine at 640x400<br>just draw the intermediate frames. It is not that difficult. <p></p><i>Edited by: <A HREF=http://pub57.ezboard.com/broyalquestfor ... turer76</A> at: 11/9/03 3:36 pm<br></i>

Jodo Kast
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Re: Import?

#16 Post by Jodo Kast » Sun Nov 09, 2003 5:59 am

<!--EZCODE EMOTICON START :x --><img src=http://www.ezboard.com/intl/aenglish/im ... s/sick.gif ALT=":x"><!--EZCODE EMOTICON END--> <- New Laura Rejection<br><br>Ok so SCI Studio to rip and AGS to program it.<br><br>I'll check back with a demo:<br><br>EDIT: Feedback appreciated. Links removed.<br><br> <p></p><i>Edited by: <A HREF=http://pub57.ezboard.com/broyalquestfor ... orums>Jodo Kast</A> at: 12/9/03 8:55 am<br></i>

MuzlakOofmay
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Re: Import?

#17 Post by MuzlakOofmay » Sun Nov 09, 2003 9:38 pm

In photoshop, you can change the resize method to nearest neighbor. There will be no bluriness, and it will look exactly the same, as long as you constrain the porportions to integer multiplication.<br><br>And in psp, it is called pixel resize. <p>---------<br><br><!--EZCODE IMAGE START--><img src="http://www.nancycarterdesign.com/bryce/sign.jpg" style="border:0;"/><!--EZCODE IMAGE END--><br>"I'm a lumberjack and I'm O.K."<br>----------<br><!--EZCODE LINK START--><a href="http://www.nancycarterdesign.com/spongefactory/" target="top">Sponge Factory</a><!--EZCODE LINK END--></p><i></i>

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Re: Import?

#18 Post by Migs » Tue Nov 11, 2003 1:55 am

This sounds like an interesting project, and I hope it gets seen all the way to its fruition. <p></p><i></i>

Jodo Kast
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Re: Import?

#19 Post by Jodo Kast » Tue Nov 11, 2003 6:35 am

Yeah, it's a shame.<br><br>Like the Hen and it's chicks, I get to make the game, and everyone else thinks its too much work. Hahaha.<br><br><!--EZCODE EMOTICON START :D --><img src=http://www.ezboard.com/intl/aenglish/im ... /happy.gif ALT=":D"><!--EZCODE EMOTICON END--> My video camera is coming in handy - Sony Digital Video. Images are being saved now that will need to be cropped. After Laura I'll look at creating the other characters (only the side view, which will march along in the game - flip the legs, that's it for now).<br><br>Also for the demo I want to have: Inventory with a couple items, few screens where you 'do' things with your inventory, a third inventory item is created when you use the first on the second, the clock strikes when you start and when you have used the third item on screen 2, some character interaction, one of the characters leaves the screen in a huff, and of course, sound FX and music. <br><br>Any graphics would help, but we are going for the Gabriel Knight look, so after resizing the character, select it, add a inner bevel so it looks 3D, select part of the clothes, add appropriate gradient and smooth out the pixels. Now fix the face. Programming is going to be fun and quick it's the graphics that will take FOREVER!! <!--EZCODE EMOTICON START :| --><img src=http://www.ezboard.com/intl/aenglish/im ... ferent.gif ALT=":|"><!--EZCODE EMOTICON END--> So ICQ me if you want to help. If you get in now you get to make bigger decisions, you know...<br><br><!--EZCODE EMOTICON START ;) --><img src=http://www.ezboard.com/intl/aenglish/im ... s/wink.gif ALT=";)"><!--EZCODE EMOTICON END--> <p></p><i></i>

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Re: Import?

#20 Post by Erpy » Tue Nov 11, 2003 11:54 am

<!--EZCODE QUOTE START--><blockquote><strong><em>Quote:</em></strong><hr>Programming is going to be fun and quick it's the graphics that will take FOREVER!!<hr></blockquote><!--EZCODE QUOTE END--><br><br>Fun, perhaps, but I can't imagine it to be quick. <!--EZCODE EMOTICON START :) --><img src=http://www.ezboard.com/intl/aenglish/im ... /smile.gif ALT=":)"><!--EZCODE EMOTICON END--> <br><br><!--EZCODE IMAGE START--><img src="http://httpd.chello.nl/c.vanempel/Nashn ... <!--EZCODE IMAGE END--> <p></p><i></i>

Jodo Kast
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Re: Import?

#21 Post by Jodo Kast » Wed Nov 12, 2003 2:41 am

That might be true, with the conversations to program.<br><br>I really don't have much of a preference, but I always thought the text parser was more fun and engaging, because you could do more than 5 actions, come up with interesting stuff, etc. The redesign will be point and click but...<br><br>Is there a way to just update the graphics to 256 color? That's all I would need to totally remake CB,... SCIStudio needs AGStudio to have a baby that will allow me to do this. <br><br>Erpy is right, it looks good, but the 16-color thing is hilarious and looks funny. 256-colors would fix the game.<br><br><!--EZCODE EMOTICON START :lol --><img src=http://www.ezboard.com/intl/aenglish/im ... /laugh.gif ALT=":lol"><!--EZCODE EMOTICON END--> <br><br>Ok, after an executive overview, it's clear we should 1. Update the palette to 256-color, using CB style art. Gabriel Knight style graphics at high-color would take longer. 2. Make CB Remake compatible with Windows XP sound 3. Replace the text parser with point-and-click.<br><br>Finally, AGS has the support required to help us complete this remake! Woot!<br><br><!--EZCODE IMAGE START--><img src="http://www.rev6.com/car3.png" style="border:0;"/><!--EZCODE IMAGE END--> <p></p><i>Edited by: <A HREF=http://pub57.ezboard.com/broyalquestfor ... orums>Jodo Kast</A> at: 11/12/03 8:34 am<br></i>

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Re: Import?

#22 Post by MasterGrazzt » Wed Nov 12, 2003 3:55 pm

The graphics are great in the original... Don't know what you're talking about. The fact that it doesn't have 3d rendered textured scbfehbdfsbdfndndbsf mapped gigloopixels doesn't make a game unplayable in the least.<br><br>Please don't turn the Colonel's Bequest into some kind of textured mishmash. <p>________________<br><br>"You're a good guy, Doc. You're sensative and caring and compassionate. And if I could, I'd spew in your face." Cliff Steele, Robotman, Doom Patrol vol. 3 issue 19</p><i></i>

Zeus
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Re: Import?

#23 Post by Zeus » Wed Nov 12, 2003 5:17 pm

well if jodo feels that the game can be improved, he is free to do whatever wish with it. We should not involve and try to persuade him not to do anything or to make him follow OUR decisions. Besides if someone does not like the final result, he does not download the remake. <p></p><i></i>

Jodo Kast
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Re: Import?

#24 Post by Jodo Kast » Thu Nov 13, 2003 12:20 am

<!--EZCODE LINK START--><a href="http://www.rev6.com/CBR/tempcb6.jpg">ww ... <!--EZCODE LINK END--><br><br>OK, no texture-fest because we will be drawing/painting similar to the existing look. 256-colors will help the above, specifically:<br><br>- Look at Colonel's jacket. Is it leather? Tweed? It goes from Purple, to Brown to grey to RED, in that order. Looks cool, they did great with what they had, but it's time for an update.<br><br>- The suit of armor is Cyan because it has to be. It should be silver looking.<br><br>- The smaller two pics look good! They will only look better! Since the demo is plodding along, I'll remake these background and post them for review. Be honest. Thanks for your feedback! <p></p><i>Edited by: <A HREF=http://pub57.ezboard.com/broyalquestfor ... py>Erpy</A>  <IMG HEIGHT=10 WIDTH=10 SRC="http://members.chello.nl/c.vanempel/icon.jpg" BORDER=0> at: 11/12/03 6:25 pm<br></i>

MasterGrazzt
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Re: Import?

#25 Post by MasterGrazzt » Thu Nov 13, 2003 3:53 am

Okay, but don't say that this sort of thing makes a game unplayable. <p>________________<br><br>"You're a good guy, Doc. You're sensative and caring and compassionate. And if I could, I'd spew in your face." Cliff Steele, Robotman, Doom Patrol vol. 3 issue 19</p><i></i>

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